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mordentral
2015-12-17 08:56:07 -05:00
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{
"FileVersion" : 3,
"FriendlyName" : "Advanced Sessions",
"Version" : 1.9,
"VersionName": "1.9",
"EngineVersion" : 1579795,
"Description" : "Adds new blueprint functions to handle more advanced session operations.",
"Category" : "Advanced Sessions Plugin",
"CreatedBy" : "Joshua Statzer",
"CreatedByURL" : "N/A",
"Modules" :
[
{
"Name" : "AdvancedSessions",
"Type" : "RunTime",
"LoadingPhase" : "PreDefault"
}
]
}

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using UnrealBuildTool;
using System.IO;
public class AdvancedSessions : ModuleRules
{
public AdvancedSessions(TargetInfo Target)
{
PrivateIncludePaths.AddRange(new string[] { "AdvancedSessions/Private" });
PublicIncludePaths.AddRange(new string[] { "AdvancedSessions/Public" });
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "OnlineSubsystem","CoreUObject", "OnlineSubsystemUtils", "Networking", "Sockets" });
PrivateDependencyModuleNames.AddRange(new string[] { "OnlineSubsystem", "Sockets", "Networking"});
}
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "OnlineSubSystemHeader.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Online.h"
#include "OnlineSubsystem.h"
#include "OnlineFriendsInterface.h"
#include "OnlineUserInterface.h"
#include "OnlineMessageInterface.h"
#include "OnlinePresenceInterface.h"
#include "Engine/GameInstance.h"
#include "OnlineSessionInterface.h"
#include "OnlineSessionSettings.h"
#include "UObjectIterator.h"
#include "AdvancedFriendsInterface.h"
#include "AdvancedFriendsGameInstance.generated.h"
//General Advanced Sessions Log
DECLARE_LOG_CATEGORY_EXTERN(AdvancedFriendsInterfaceLog, Log, All);
UCLASS()
class UAdvancedFriendsGameInstance : public UGameInstance
{
GENERATED_BODY()
public:
UAdvancedFriendsGameInstance(const FObjectInitializer& ObjectInitializer);
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
bool bCallFriendInterfaceEventsOnPlayerControllers;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
bool bCallVoiceInterfaceEventsOnPlayerControllers;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedVoiceInterface)
bool bEnableTalkingStatusDelegate;
//virtual void PostLoad() override;
virtual void Shutdown() override;
virtual void Init() override;
//*** Session invite accepted by local ***//
FOnSessionUserInviteAcceptedDelegate SessionInviteAcceptedDelegate;
FDelegateHandle SessionInviteAcceptedDelegateHandle;
void OnSessionInviteAcceptedMaster(const bool bWasSuccessful, int32 LocalPlayer, TSharedPtr<const FUniqueNetId> PersonInviting, const FOnlineSessionSearchResult& SessionToJoin);
// After a session invite has been accepted by the local player this event is triggered, call JoinSession on the session result to join it
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
void OnSessionInviteAccepted(int32 LocalPlayerNum, FBPUniqueNetId PersonInviting, const FBlueprintSessionResult& SessionToJoin);
// After a voice status has changed this event is triggered if the bEnableTalkingStatusDelegate property is true
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedVoice")
void OnPlayerTalkingStateChanged(FBPUniqueNetId PlayerId, bool bIsTalking);
void OnPlayerTalkingStateChangedMaster(TSharedRef<const FUniqueNetId> PlayerId, bool bIsTalking);
FOnPlayerTalkingStateChangedDelegate PlayerTalkingStateChangedDelegate;
FDelegateHandle PlayerTalkingStateChangedDelegateHandle;
//*** Session Invite Received From Friend ***//
// REMOVED BECAUSE IT NEVER GETS CALLED
/*FOnSessionInviteReceivedDelegate SessionInviteReceivedDelegate;
FDelegateHandle SessionInviteReceivedDelegateHandle;
void OnSessionInviteReceivedMaster(const FUniqueNetId &InvitedPlayer, const FUniqueNetId &FriendInviting, const FOnlineSessionSearchResult& Session);
// After a session invite has been sent from a friend this event is triggered, call JoinSession on the session result to join it
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
void OnSessionInviteReceived(const FBPUniqueNetId &InvitedPlayer, const FBPUniqueNetId &FriendInviting, const FBlueprintSessionResult &Session);
*/
//*** Friend Invite Accepted ***//
/*FOnInviteAcceptedDelegate FriendInviteAcceptedDelegate;
FDelegateHandle FriendInviteAcceptedDelegateHandle;
void OnFriendInviteAcceptedDelegateMaster(const FUniqueNetId& LocalPlayer, const FUniqueNetId &PlayerInvited);
// After a session invite has been accepted by a friend this event is triggered
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
void OnFriendInviteAccepted(const FBPUniqueNetId &InvitedPlayer, const FBPUniqueNetId &PlayerInvited);
*/
//*** Friend Invite Rejected ***//
/*FOnInviteRejectedDelegate SessionInviteRejectedByFriendDelegate;
FDelegateHandle InviteRejectedByFriendDelegateHandle;
void OnFriendInviteRejectedDelegateMaster(const FUniqueNetId& LocalPlayer, const FUniqueNetId &PlayerDeclined);
// After a friend invite has been rejected this event is triggered
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
void OnFriendInviteRejected(const FBPUniqueNetId &InvitedPlayer, const FBPUniqueNetId &PlayerDeclined);
*/
//*** Removed By Friend ***//
/*FOnFriendRemovedDelegate RemovedByFriendDelegate;
FDelegateHandle RemovedByFriendDelegateHandle;
void OnRemovedByFriendDelegateMaster(const FUniqueNetId& LocalPlayer, const FUniqueNetId &FriendRemoved);
// After a friend removed the player this event is triggered
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
void OnRemovedByFriend(const FBPUniqueNetId &InvitedPlayer, const FBPUniqueNetId &FriendRemoved);*/
};

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "OnlineSubSystemHeader.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Online.h"
#include "OnlineSubsystem.h"
#include "OnlineFriendsInterface.h"
#include "OnlineUserInterface.h"
#include "OnlineMessageInterface.h"
#include "OnlinePresenceInterface.h"
#include "Engine/GameInstance.h"
#include "OnlineSessionInterface.h"
#include "OnlineSessionSettings.h"
#include "UObjectIterator.h"
#include "BlueprintDataDefinitions.h"
#include "AdvancedFriendsInterface.generated.h"
UINTERFACE(MinimalAPI)
class UAdvancedFriendsInterface : public UInterface
{
GENERATED_UINTERFACE_BODY()
};
class IAdvancedFriendsInterface
{
GENERATED_IINTERFACE_BODY()
public:
// Called when the designated LocalUser has accepted a session invite, use JoinSession on result to connect
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "OnSessionInviteAccepted"))
void OnSessionInviteAccepted(FBPUniqueNetId PersonInviting, const FBlueprintSessionResult& SearchResult);
// Called when the designated LocalUser has accepted a session invite, use JoinSession on result to connect
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "OnPlayerVoiceStateChanged"))
void OnPlayerVoiceStateChanged(FBPUniqueNetId PlayerId, bool bIsTalking);
// REMOVED BECAUSE IT WAS NEVER BEING CALLED
// Called when the designated LocalUser has received a session invite, use JoinSession on result to connect
//UFUNCTION(BlueprintImplementableEvent, meta = (FriendlyName = "OnSessionInviteReceived"))
//void OnSessionInviteReceived(const FBPUniqueNetId &FriendInviting, const FBlueprintSessionResult &Session);
};

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "OnlineSubSystemHeader.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Online.h"
#include "OnlineSubsystem.h"
#include "OnlineFriendsInterface.h"
#include "OnlineUserInterface.h"
#include "OnlineMessageInterface.h"
#include "OnlinePresenceInterface.h"
#include "Engine/GameInstance.h"
#include "OnlineSessionInterface.h"
#include "UObjectIterator.h"
#include "AdvancedFriendsLibrary.generated.h"
//General Advanced Sessions Log
DECLARE_LOG_CATEGORY_EXTERN(AdvancedFriendsLog, Log, All);
UCLASS()
class UAdvancedFriendsLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
//********* Friend List Functions *************//
// Sends an Invite to the current online session to a list of friends
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList", meta = (ExpandEnumAsExecs = "Result"))
static void SendSessionInviteToFriends(APlayerController *PlayerController, const TArray<FBPUniqueNetId> &Friends, TEnumAsByte<EBlueprintResultSwitch::Type> &Result);
// Sends an Invite to the current online session to a friend
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList", meta = (ExpandEnumAsExecs = "Result"))
static void SendSessionInviteToFriend(APlayerController *PlayerController, const FBPUniqueNetId &FriendUniqueNetId, TEnumAsByte<EBlueprintResultSwitch::Type> &Result);
// Get a friend from the previously read/saved friends list (Must Call GetFriends first for this to return anything)
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList")
static void GetFriend(APlayerController *PlayerController, const FBPUniqueNetId FriendUniqueNetId, FBPFriendInfo &Friend);
// Get the previously read/saved friends list (Must Call GetFriends first for this to return anything)
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList")
static void GetStoredFriendsList(APlayerController *PlayerController, TArray<FBPFriendInfo> &FriendsList);
// Get the previously read/saved recent players list (Must Call GetRecentPlayers first for this to return anything)
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|RecentPlayersList")
static void GetStoredRecentPlayersList(FBPUniqueNetId UniqueNetId, TArray<FBPOnlineRecentPlayer> &PlayersList);
// Check if a UniqueNetId is a friend
UFUNCTION(BlueprintPure, Category = "Online|AdvancedFriends|FriendsList")
static void IsAFriend(APlayerController *PlayerController, const FBPUniqueNetId UniqueNetId, bool &IsFriend);
};

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "OnlineSubSystemHeader.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Online.h"
#include "OnlineSubsystem.h"
#include "OnlineFriendsInterface.h"
#include "OnlineUserInterface.h"
#include "OnlineMessageInterface.h"
#include "OnlinePresenceInterface.h"
#include "Engine/GameInstance.h"
#include "OnlineSessionInterface.h"
#include "UObjectIterator.h"
#include "AdvancedSessionsLibrary.generated.h"
//General Advanced Sessions Log
DECLARE_LOG_CATEGORY_EXTERN(AdvancedSessionsLog, Log, All);
UCLASS()
class UAdvancedSessionsLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
//********* Session Search Functions *************//
// Adds or modifies session settings in an existing array depending on if they exist already or not
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo")
static void AddOrModifyExtraSettings(const TArray<FSessionPropertyKeyPair> & SettingsArray, const TArray<FSessionPropertyKeyPair> & NewOrChangedSettings, TArray<FSessionPropertyKeyPair> & ModifiedSettingsArray);
// Get an array of the session settings from a session search result
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo")
static void GetExtraSettings(FBlueprintSessionResult SessionResult, TArray<FSessionPropertyKeyPair> & ExtraSettings);
// Get the current session state
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo")
static void GetSessionState(TEnumAsByte<EBPOnlineSessionState::Type> &SessionState);
// Get the current session settings
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "Result"))
static void GetSessionSettings(int32 &NumConnections, bool &bIsLAN, bool &bIsDedicated, bool &bIsAnticheatEnabled, int32 &BuildUniqueID, TArray<FSessionPropertyKeyPair> &ExtraSettings, TEnumAsByte<EBlueprintResultSwitch::Type> &Result);
// Check if someone is in the current session
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo")
static void IsPlayerInSession(const FBPUniqueNetId &PlayerToCheck, bool &bIsInSession);
// Make a literal session search parameter
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo|Literals")
static FSessionsSearchSetting MakeLiteralSessionSearchProperty(FSessionPropertyKeyPair SessionSearchProperty, EOnlineComparisonOpRedux::Type ComparisonOp);
//********* Session Information Functions ***********//
// Get the Unique Current Build ID
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo")
static void GetCurrentUniqueBuildID(int32 &UniqueBuildId);
// Get the Unique Build ID from a session search result
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo")
static void GetUniqueBuildID(FBlueprintSessionResult SessionResult, int32 &UniqueBuildId);
// Get session custom information key/value as Byte (For Enums)
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "SearchResult"))
static void GetSessionPropertyByte(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, TEnumAsByte<ESessionSettingSearchResult::Type> &SearchResult, uint8 &SettingValue);
// Get session custom information key/value as Bool
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "SearchResult"))
static void GetSessionPropertyBool(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, TEnumAsByte<ESessionSettingSearchResult::Type> &SearchResult, bool &SettingValue);
// Get session custom information key/value as String
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "SearchResult"))
static void GetSessionPropertyString(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, TEnumAsByte<ESessionSettingSearchResult::Type> &SearchResult, FString &SettingValue);
// Get session custom information key/value as Int
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "SearchResult"))
static void GetSessionPropertyInt(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, TEnumAsByte<ESessionSettingSearchResult::Type> &SearchResult, int32 &SettingValue);
// Get session custom information key/value as Float
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "SearchResult"))
static void GetSessionPropertyFloat(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, TEnumAsByte<ESessionSettingSearchResult::Type> &SearchResult, float &SettingValue);
// Make a literal session custom information key/value pair from Byte (For Enums)
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo|Literals")
static FSessionPropertyKeyPair MakeLiteralSessionPropertyByte(FName Key, uint8 Value);
// Make a literal session custom information key/value pair from Bool
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo|Literals")
static FSessionPropertyKeyPair MakeLiteralSessionPropertyBool(FName Key, bool Value);
// Make a literal session custom information key/value pair from String
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo|Literals")
static FSessionPropertyKeyPair MakeLiteralSessionPropertyString(FName Key, FString Value);
// Make a literal session custom information key/value pair from Int
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo|Literals")
static FSessionPropertyKeyPair MakeLiteralSessionPropertyInt(FName Key, int32 Value);
// Make a literal session custom information key/value pair from Float
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo|Literals")
static FSessionPropertyKeyPair MakeLiteralSessionPropertyFloat(FName Key, float Value);
//******* Player ID functions *********//
// Get the unique net id of a network player attached to the given controller
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
static void GetUniqueNetID(APlayerController *PlayerController, FBPUniqueNetId &UniqueNetId);
// Check if a UniqueNetId is a friend
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|UniqueNetId")
static void UniqueNetIdToString(const FBPUniqueNetId &UniqueNetId, FString &String);
//******** Player Name Functions **********//
// Get the player name of a network player attached to the given controller
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerName")
static void GetPlayerName(APlayerController *PlayerController, FString &PlayerName);
// Set the player name of a network player attached to the given controller
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|PlayerInfo|PlayerName")
static void SetPlayerName(APlayerController *PlayerController, FString PlayerName);
//********** Misc Player Info Functions *********//
// Get the number of network players
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|Misc")
static void GetNumberOfNetworkPlayers(int32 &NumNetPlayers);
// Get the network player index of the given controller
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|Misc")
static void GetNetPlayerIndex(APlayerController *PlayerController, int32 &NetPlayerIndex);
// Checks if the stated session subsystem is active
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|Misc")
static bool HasOnlineSubsystem(FName SubSystemName);
};

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "OnlineSubSystemHeader.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Online.h"
#include "OnlineSubsystem.h"
#include "VoiceInterface.h"
//#include "OnlineFriendsInterface.h"
//#include "OnlineUserInterface.h"
//#include "OnlineMessageInterface.h"
//#include "OnlinePresenceInterface.h"
#include "Engine/GameInstance.h"
//#include "OnlineSessionInterface.h"
#include "UObjectIterator.h"
#include "AdvancedVoiceLibrary.generated.h"
//General Advanced Sessions Log
DECLARE_LOG_CATEGORY_EXTERN(AdvancedVoiceLog, Log, All);
UCLASS()
class UAdvancedVoiceLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
//********* Voice Library Functions *************//
// Get if a headset is present for the specified local user
UFUNCTION(BlueprintPure, Category = "Online|AdvancedVoice|VoiceInfo")
static void IsHeadsetPresent(bool & bHasHeadset, uint8 LocalPlayerNum = 0);
// Starts networked voice, allows push to talk in coordination with StopNetworkedVoice
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice")
static void StartNetworkedVoice(uint8 LocalPlayerNum = 0);
// Stops networked voice, allows push to talk in coordination with StartNetworkedVoice
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice")
static void StopNetworkedVoice(uint8 LocalPlayerNum = 0);
// Registers a local player as someone interested in voice data
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice")
static bool RegisterLocalTalker(uint8 LocalPlayerNum = 0);
// Registers all signed in players as local talkers
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice")
static void RegisterAllLocalTalkers();
// UnRegisters local player as a local talker
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice")
static void UnRegisterLocalTalker(uint8 LocalPlayerNum = 0);
// UnRegisters all signed in players as local talkers
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice")
static void UnRegisterAllLocalTalkers();
// Registers a remote player as a talker
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice")
static bool RegisterRemoteTalker(const FBPUniqueNetId& UniqueNetId);
// UnRegisters a remote player as a talker
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice")
static bool UnRegisterRemoteTalker(const FBPUniqueNetId& UniqueNetId);
// UnRegisters all remote players as talkers
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice")
static void RemoveAllRemoteTalkers();
// Returns whether a local player is currently talking
UFUNCTION(BlueprintPure, Category = "Online|AdvancedVoice|VoiceInfo")
static bool IsLocalPlayerTalking(uint8 LocalPlayerNum);
// Returns whether a remote player is currently talking
UFUNCTION(BlueprintPure, Category = "Online|AdvancedVoice|VoiceInfo")
static bool IsRemotePlayerTalking(const FBPUniqueNetId& UniqueNetId);
// Returns whether a player is muted for the specified local player
UFUNCTION(BlueprintPure, Category = "Online|AdvancedVoice|VoiceInfo")
static bool IsPlayerMuted(uint8 LocalUserNumChecking, const FBPUniqueNetId& UniqueNetId);
// Mutes the player associated with the uniquenetid for the specified local player, if IsSystemWide is true then it will attempt to mute globally for the player
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice")
static bool MuteRemoteTalker(uint8 LocalUserNum, const FBPUniqueNetId& UniqueNetId, bool bIsSystemWide = false);
// UnMutes the player associated with the uniquenetid for the specified local player, if IsSystemWide is true then it will attempt to unmute globally for the player
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice")
static bool UnMuteRemoteTalker(uint8 LocalUserNum, const FBPUniqueNetId& UniqueNetId, bool bIsSystemWide = false);
// Gets the number of local talkers for this system
UFUNCTION(BlueprintPure, Category = "Online|AdvancedVoice|VoiceInfo")
static void GetNumLocalTalkers(int32 & NumLocalTalkers);
};

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "OnlineSessionInterface.h"
#include "CancelFindSessionsCallbackProxy.generated.h"
UCLASS(MinimalAPI)
class UCancelFindSessionsCallbackProxy : public UOnlineBlueprintCallProxyBase
{
GENERATED_UCLASS_BODY()
// Called when there is a successful destroy
UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnSuccess;
// Called when there is an unsuccessful destroy
UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnFailure;
// Cancels finding sessions
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedSessions")
static UCancelFindSessionsCallbackProxy* CancelFindSessions(UObject* WorldContextObject, class APlayerController* PlayerController);
// UOnlineBlueprintCallProxyBase interface
virtual void Activate() override;
// End of UOnlineBlueprintCallProxyBase interface
private:
// Internal callback when the operation completes, calls out to the public success/failure callbacks
void OnCompleted(bool bWasSuccessful);
private:
// The player controller triggering things
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
// The delegate executed by the online subsystem
FOnCancelFindSessionsCompleteDelegate Delegate;
// Handle to the registered OnDestroySessionComplete delegate
FDelegateHandle DelegateHandle;
// The world context object in which this call is taking place
UObject* WorldContextObject;
};

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "OnlineSubSystemHeader.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
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, bool bUseLAN = false, bool bAllowInvites = true, bool bIsDedicatedServer = 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;
// 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;
// Store extra settings
TArray<FSessionPropertyKeyPair> ExtraSettings;
// The world context object in which this call is taking place
UObject* WorldContextObject;
};

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "OnlineSessionInterface.h"
#include "EndSessionCallbackProxy.generated.h"
UCLASS(MinimalAPI)
class UEndSessionCallbackProxy : public UOnlineBlueprintCallProxyBase
{
GENERATED_UCLASS_BODY()
// Called when there is a successful destroy
UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnSuccess;
// Called when there is an unsuccessful destroy
UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnFailure;
// Ends the current session
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedSessions")
static UEndSessionCallbackProxy* EndSession(UObject* WorldContextObject, class APlayerController* PlayerController);
// UOnlineBlueprintCallProxyBase interface
virtual void Activate() override;
// End of UOnlineBlueprintCallProxyBase interface
private:
// Internal callback when the operation completes, calls out to the public success/failure callbacks
void OnCompleted(FName SessionName, bool bWasSuccessful);
private:
// The player controller triggering things
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
// The delegate executed by the online subsystem
FOnEndSessionCompleteDelegate Delegate;
// Handle to the registered OnDestroySessionComplete delegate
FDelegateHandle DelegateHandle;
// The world context object in which this call is taking place
UObject* WorldContextObject;
};

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "OnlineSubSystemHeader.h"
#include "FindFriendSessionCallbackProxy.generated.h"
DECLARE_LOG_CATEGORY_EXTERN(AdvancedFindFriendSessionLog, Log, All);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBlueprintFindFriendSessionDelegate, const FBlueprintSessionResult&, SessionInfo);
UCLASS(MinimalAPI)
class UFindFriendSessionCallbackProxy : public UOnlineBlueprintCallProxyBase
{
GENERATED_UCLASS_BODY()
// Called when the friends list successfully was retrieved
UPROPERTY(BlueprintAssignable)
FBlueprintFindFriendSessionDelegate OnSuccess;
// Called when there was an error retrieving the friends list
UPROPERTY(BlueprintAssignable)
FBlueprintFindFriendSessionDelegate OnFailure;
// Attempts to get the current session that a friend is in
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedFriends")
static UFindFriendSessionCallbackProxy* FindFriendSession(UObject* WorldContextObject, APlayerController *PlayerController, const FBPUniqueNetId &FriendUniqueNetId);
virtual void Activate() override;
private:
// Internal callback when the friends list is retrieved
void OnFindFriendSessionCompleted(int32 LocalPlayer, bool bWasSuccessful, const FOnlineSessionSearchResult& SessionInfo);
// The player controller triggering things
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
// The UniqueNetID of the person to invite
FBPUniqueNetId cUniqueNetId;
// The delegate to call on completion
FOnFindFriendSessionCompleteDelegate OnFindFriendSessionCompleteDelegate;
// Handles to the registered delegates above
FDelegateHandle FindFriendSessionCompleteDelegateHandle;
// The world context object in which this call is taking place
UObject* WorldContextObject;
};

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "OnlineSessionInterface.h"
#include "OnlineSubSystemHeader.h"
#include "FindSessionsCallbackProxy.h"
#include "FindSessionsCallbackProxyAdvanced.generated.h"
UCLASS(MinimalAPI)
class UFindSessionsCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
{
GENERATED_UCLASS_BODY()
// Called when there is a successful query
UPROPERTY(BlueprintAssignable)
FBlueprintFindSessionsResultDelegate OnSuccess;
// Called when there is an unsuccessful query
UPROPERTY(BlueprintAssignable)
FBlueprintFindSessionsResultDelegate OnFailure;
// Searches for advertised sessions with the default online subsystem and includes an array of filters
UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true", WorldContext = "WorldContextObject", AutoCreateRefTerm="Filters"), Category = "Online|AdvancedSessions")
static UFindSessionsCallbackProxyAdvanced* FindSessionsAdvanced(UObject* WorldContextObject, class APlayerController* PlayerController, int32 MaxResults, bool bUseLAN, const TArray<FSessionsSearchSetting> &Filters);
static bool CompareVariants(const FVariantData &A, const FVariantData &B, EOnlineComparisonOpRedux::Type Comparator);
// Filters an array of session results by the given search parameters, returns a new array with the filtered results
UFUNCTION(BluePrintCallable, meta = (Category = "Online|AdvancedSessions"))
static void FilterSessionResults(const TArray<FBlueprintSessionResult> &SessionResults, const TArray<FSessionsSearchSetting> &Filters, TArray<FBlueprintSessionResult> &FilteredResults);
// Removed, the default built in versions work fine in the normal FindSessionsCallbackProxy
/*UFUNCTION(BlueprintPure, Category = "Online|Session")
static int32 GetPingInMs(const FBlueprintSessionResult& Result);
UFUNCTION(BlueprintPure, Category = "Online|Session")
static FString GetServerName(const FBlueprintSessionResult& Result);
UFUNCTION(BlueprintPure, Category = "Online|Session")
static int32 GetCurrentPlayers(const FBlueprintSessionResult& Result);
UFUNCTION(BlueprintPure, Category = "Online|Session")
static int32 GetMaxPlayers(const FBlueprintSessionResult& Result);*/
// UOnlineBlueprintCallProxyBase interface
virtual void Activate() override;
// End of UOnlineBlueprintCallProxyBase interface
private:
// Internal callback when the session search completes, calls out to the public success/failure callbacks
void OnCompleted(bool bSuccess);
private:
// The player controller triggering things
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
// The delegate executed by the online subsystem
FOnFindSessionsCompleteDelegate Delegate;
// Handle to the registered OnFindSessionsComplete delegate
FDelegateHandle DelegateHandle;
// Object to track search results
TSharedPtr<FOnlineSessionSearch> SearchObject;
// Whether or not to search LAN
bool bUseLAN;
// Maximum number of results to return
int MaxResults;
// Store extra settings
TArray<FSessionsSearchSetting> SearchSettings;
// The world context object in which this call is taking place
UObject* WorldContextObject;
};

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "OnlineSubSystemHeader.h"
#include "GetFriendsCallbackProxy.generated.h"
DECLARE_LOG_CATEGORY_EXTERN(AdvancedGetFriendsLog, Log, All);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBlueprintGetFriendsListDelegate, const TArray<FBPFriendInfo>&, Results);
UCLASS(MinimalAPI)
class UGetFriendsCallbackProxy : public UOnlineBlueprintCallProxyBase
{
GENERATED_UCLASS_BODY()
// Called when the friends list successfully was retrieved
UPROPERTY(BlueprintAssignable)
FBlueprintGetFriendsListDelegate OnSuccess;
// Called when there was an error retrieving the friends list
UPROPERTY(BlueprintAssignable)
FBlueprintGetFriendsListDelegate OnFailure;
// Gets the players list of friends from the OnlineSubsystem and returns it, can be retrieved later with GetStoredFriendsList
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedFriends")
static UGetFriendsCallbackProxy* GetAndStoreFriendsList(UObject* WorldContextObject, class APlayerController* PlayerController);
virtual void Activate() override;
private:
// Internal callback when the friends list is retrieved
void OnReadFriendsListCompleted(int32 LocalUserNum, bool bWasSuccessful, const FString& ListName, const FString& ErrorString);
// The player controller triggering things
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
// The delegate executed
FOnReadFriendsListComplete FriendListReadCompleteDelegate;
// The Type of friends list to get
// Removed because all but the facebook interfaces don't even currently support anything but the default friends list.
//EBPFriendsLists::Type FriendListToGet;
// The world context object in which this call is taking place
UObject* WorldContextObject;
};

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "OnlineSubSystemHeader.h"
#include "GetRecentPlayersCallbackProxy.generated.h"
DECLARE_LOG_CATEGORY_EXTERN(AdvancedGetRecentPlayersLog, Log, All);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBlueprintGetRecentPlayersDelegate, const TArray<FBPOnlineRecentPlayer>&, Results);
UCLASS(MinimalAPI)
class UGetRecentPlayersCallbackProxy : public UOnlineBlueprintCallProxyBase
{
GENERATED_UCLASS_BODY()
// Called when the friends list successfully was retrieved
UPROPERTY(BlueprintAssignable)
FBlueprintGetRecentPlayersDelegate OnSuccess;
// Called when there was an error retrieving the friends list
UPROPERTY(BlueprintAssignable)
FBlueprintGetRecentPlayersDelegate OnFailure;
// Gets the list of recent players from the OnlineSubsystem and returns it, can be retrieved later with GetStoredRecentPlayersList, can fail if no recent players are found
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedFriends")
static UGetRecentPlayersCallbackProxy* GetAndStoreRecentPlayersList(UObject* WorldContextObject, const FBPUniqueNetId &UniqueNetId);
virtual void Activate() override;
private:
// Internal callback when the friends list is retrieved
void OnQueryRecentPlayersCompleted(const FUniqueNetId &UserID, const FString &Namespace, bool bWasSuccessful, const FString& ErrorString);
// Handle to the registered OnFindSessionsComplete delegate
FDelegateHandle DelegateHandle;
// The player controller triggering things
//TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
// The UniqueNetID of the person to get recent players for
FBPUniqueNetId cUniqueNetId;
// The delegate executed
FOnQueryRecentPlayersCompleteDelegate QueryRecentPlayersCompleteDelegate;
// The world context object in which this call is taking place
UObject* WorldContextObject;
};

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "OnlineSubSystemHeader.h"
#include "SendFriendInviteCallbackProxy.generated.h"
DECLARE_LOG_CATEGORY_EXTERN(AdvancedSendFriendInviteLog, Log, All);
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FBlueprintSendFriendInviteDelegate);
UCLASS(MinimalAPI)
class USendFriendInviteCallbackProxy : public UOnlineBlueprintCallProxyBase
{
GENERATED_UCLASS_BODY()
// Called when the friends list successfully was retrieved
UPROPERTY(BlueprintAssignable)
FBlueprintSendFriendInviteDelegate OnSuccess;
// Called when there was an error retrieving the friends list
UPROPERTY(BlueprintAssignable)
FBlueprintSendFriendInviteDelegate OnFailure;
// Adds a friend who is using the defined UniqueNetId, some interfaces do now allow this function to be called (INCLUDING STEAM)
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedFriends")
static USendFriendInviteCallbackProxy* SendFriendInvite(UObject* WorldContextObject, APlayerController *PlayerController, const FBPUniqueNetId &UniqueNetIDInvited);
virtual void Activate() override;
private:
// Internal callback when the friends list is retrieved
void OnSendInviteComplete(int32 LocalPlayerNum, bool bWasSuccessful, const FUniqueNetId &InvitedPlayer, const FString &ListName, const FString &ErrorString);
// The player controller triggering things
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
// The UniqueNetID of the person to invite
FBPUniqueNetId cUniqueNetId;
// The delegate to call on completion
FOnSendInviteComplete OnSendInviteCompleteDelegate;
// The world context object in which this call is taking place
UObject* WorldContextObject;
};

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "OnlineSubSystemHeader.h"
#include "UpdateSessionCallbackProxyAdvanced.generated.h"
UCLASS(MinimalAPI)
class UUpdateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
{
GENERATED_UCLASS_BODY()
// Called when the session was updated successfully
UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnSuccess;
// Called when there was an error updating the session
UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnFailure;
// Creates a session with the default online subsystem with advanced optional inputs
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject",AutoCreateRefTerm="ExtraSettings"), Category = "Online|AdvancedSessions")
static UUpdateSessionCallbackProxyAdvanced* UpdateSession(UObject* WorldContextObject, int32 PublicConnections, bool bUseLAN, bool bAllowInvites, bool bAllowJoinInProgress, const TArray<FSessionPropertyKeyPair> &ExtraSettings, bool bRefreshOnlineData = true, bool bIsDedicatedServer = false);
// UOnlineBlueprintCallProxyBase interface
virtual void Activate() override;
// End of UOnlineBlueprintCallProxyBase interface
private:
// Internal callback when session creation completes, calls StartSession
void OnUpdateCompleted(FName SessionName, bool bWasSuccessful);
// The delegate executed by the online subsystem
FOnUpdateSessionCompleteDelegate OnUpdateSessionCompleteDelegate;
// Handles to the registered delegates above
FDelegateHandle OnUpdateSessionCompleteDelegateHandle;
// Number of public connections
int NumPublicConnections;
// Whether or not to search LAN
bool bUseLAN;
// Whether or not to allow invites
bool bAllowInvites;
// Store extra settings
TArray<FSessionPropertyKeyPair> ExtraSettings;
// Whether to update the online data
bool bRefreshOnlineData;
// Allow joining in progress
bool bAllowJoinInProgress;
// Update whether this is a dedicated server or not
bool bDedicatedServer;
// The world context object in which this call is taking place
UObject* WorldContextObject;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "OnlineSubSystemHeader.h"
#include "AdvancedFriendsGameInstance.h"
//General Log
DEFINE_LOG_CATEGORY(AdvancedFriendsInterfaceLog);
UAdvancedFriendsGameInstance::UAdvancedFriendsGameInstance(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, SessionInviteAcceptedDelegate(FOnSessionUserInviteAcceptedDelegate::CreateUObject(this, &ThisClass::OnSessionInviteAcceptedMaster))
, bCallFriendInterfaceEventsOnPlayerControllers(true)
, PlayerTalkingStateChangedDelegate(FOnPlayerTalkingStateChangedDelegate::CreateUObject(this, &ThisClass::OnPlayerTalkingStateChangedMaster))
, bEnableTalkingStatusDelegate(true)
, bCallVoiceInterfaceEventsOnPlayerControllers(true)
{
}
void UAdvancedFriendsGameInstance::Shutdown()
{
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface();
if (!SessionInterface.IsValid())
{
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsGameInstance Failed to get session system!"));
//return;
}
else
{
// Clear all of the delegate handles here
SessionInterface->ClearOnSessionUserInviteAcceptedDelegate_Handle(SessionInviteAcceptedDelegateHandle);
}
if (bEnableTalkingStatusDelegate)
{
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
if (VoiceInterface.IsValid())
{
VoiceInterface->ClearOnPlayerTalkingStateChangedDelegate_Handle(PlayerTalkingStateChangedDelegateHandle);
}
else
{
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get voice interface!"));
}
}
Super::Shutdown();
}
void UAdvancedFriendsGameInstance::Init()
{
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface();//OnlineSub->GetSessionInterface();
if (SessionInterface.IsValid())
{
// Currently doesn't store a handle or assign a delegate to any local player beyond the first.....should handle?
// Thought about directly handling it but friends for multiple players probably isn't required
// Iterating through the local player TArray only works if it has had players assigned to it, most of the online interfaces don't support
// Multiple logins either (IE: Steam)
SessionInviteAcceptedDelegateHandle = SessionInterface->AddOnSessionUserInviteAcceptedDelegate_Handle(SessionInviteAcceptedDelegate);
}
else
{
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get session interface!"));
//return;
}
// Beginning work on the voice interface
if (bEnableTalkingStatusDelegate)
{
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
if (VoiceInterface.IsValid())
{
PlayerTalkingStateChangedDelegateHandle = VoiceInterface->AddOnPlayerTalkingStateChangedDelegate_Handle(PlayerTalkingStateChangedDelegate);
}
else
{
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get voice interface!"));
}
}
Super::Init();
}
/*void UAdvancedFriendsGameInstance::PostLoad()
{
Super::PostLoad();
}*/
// Removed because it never gets called by the online subsystems
/*void UAdvancedFriendsGameInstance::OnSessionInviteReceivedMaster(const FUniqueNetId &InvitedPlayer, const FUniqueNetId &FriendInviting, const FOnlineSessionSearchResult& Session)
{
// Just call the blueprint event to let the user handle this
FBPUniqueNetId IP, FI;
IP.SetUniqueNetId(&InvitedPlayer);
FI.SetUniqueNetId(&FriendInviting);
FBlueprintSessionResult BPS;
BPS.OnlineResult = Session;
OnSessionInviteReceived(IP,FI,BPS);
TArray<class APlayerState*>& PlayerArray = GetWorld()->GetGameState()->PlayerArray;
const TArray<class ULocalPlayer*>&ControllerArray = this->GetLocalPlayers();
for (int i = 0; i < ControllerArray.Num(); i++)
{
if (*PlayerArray[ControllerArray[i]->PlayerController->NetPlayerIndex]->UniqueId.GetUniqueNetId().Get() == InvitedPlayer)
{
//Run the Event specific to the actor, if the actor has the interface, otherwise ignore
if (ControllerArray[i]->PlayerController->GetClass()->ImplementsInterface(UAdvancedFriendsInterface::StaticClass()))
{
IAdvancedFriendsInterface::Execute_OnSessionInviteReceived(ControllerArray[i]->PlayerController, FI, BPS);
}
break;
}
}
}*/
void UAdvancedFriendsGameInstance::OnPlayerTalkingStateChangedMaster(TSharedRef<const FUniqueNetId> PlayerId, bool bIsTalking)
{
FBPUniqueNetId PlayerTalking;
PlayerTalking.SetUniqueNetId(PlayerId);
OnPlayerTalkingStateChanged(PlayerTalking, bIsTalking);
if (bCallVoiceInterfaceEventsOnPlayerControllers)
{
APlayerController* Player = NULL;
for (const ULocalPlayer* LPlayer : LocalPlayers)
{
Player = UGameplayStatics::GetPlayerController(GetWorld(), LPlayer->GetControllerId());
if (Player != NULL)
{
//Run the Event specific to the actor, if the actor has the interface, otherwise ignore
if (Player->GetClass()->ImplementsInterface(UAdvancedFriendsInterface::StaticClass()))
{
IAdvancedFriendsInterface::Execute_OnPlayerVoiceStateChanged(Player, PlayerTalking, bIsTalking);
}
}
else
{
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get a controller with the specified index in OnVoiceStateChanged!"));
}
}
}
}
void UAdvancedFriendsGameInstance::OnSessionInviteAcceptedMaster(const bool bWasSuccessful, int32 LocalPlayer, TSharedPtr<const FUniqueNetId> PersonInviting, const FOnlineSessionSearchResult& SessionToJoin)
{
if (bWasSuccessful)
{
if (SessionToJoin.IsValid())
{
FBlueprintSessionResult BluePrintResult;
BluePrintResult.OnlineResult = SessionToJoin;
FBPUniqueNetId PInviting;
PInviting.SetUniqueNetId(PersonInviting);
OnSessionInviteAccepted(LocalPlayer,PInviting, BluePrintResult);
APlayerController* Player = UGameplayStatics::GetPlayerController(GetWorld(), LocalPlayer);
IAdvancedFriendsInterface* TheInterface = NULL;
if (Player != NULL)
{
//Run the Event specific to the actor, if the actor has the interface, otherwise ignore
if (Player->GetClass()->ImplementsInterface(UAdvancedFriendsInterface::StaticClass()))
{
IAdvancedFriendsInterface::Execute_OnSessionInviteAccepted(Player,PInviting, BluePrintResult);
}
}
else
{
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get a controller with the specified index in OnSessionInviteAccepted!"));
}
}
else
{
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Return a bad search result in OnSessionInviteAccepted!"));
}
}
}

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// Fill out your copyright notice in the Description page of Project Settings.
#include "OnlineSubSystemHeader.h"
#include "AdvancedFriendsInterface.h"
UAdvancedFriendsInterface::UAdvancedFriendsInterface(const class FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}

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// Fill out your copyright notice in the Description page of Project Settings.
#include "OnlineSubSystemHeader.h"
#include "AdvancedFriendsLibrary.h"
//General Log
DEFINE_LOG_CATEGORY(AdvancedFriendsLog);
void UAdvancedFriendsLibrary::SendSessionInviteToFriends(APlayerController *PlayerController, const TArray<FBPUniqueNetId> &Friends, TEnumAsByte<EBlueprintResultSwitch::Type> &Result)
{
if (!PlayerController)
{
UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Had a bad Player Controller!"));
Result = EBlueprintResultSwitch::Type::OnFailure;
return;
}
if (Friends.Num() < 1)
{
UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Had no friends in invitation array!"));
Result = EBlueprintResultSwitch::Type::OnFailure;
return;
}
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface();
if (!SessionInterface.IsValid())
{
UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Failed to get session interface!"));
Result = EBlueprintResultSwitch::Type::OnFailure;
return;
}
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
if (!Player)
{
UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend failed to get LocalPlayer!"));
Result = EBlueprintResultSwitch::Type::OnFailure;
return;
}
TArray<TSharedRef<const FUniqueNetId>> List;
for (int i = 0; i < Friends.Num(); i++)
{
TSharedRef<const FUniqueNetId> val(Friends[i].UniqueNetId.ToSharedRef());
//TSharedRef<const FUniqueNetId> val(Friends[i].GetUniqueNetId());
List.Add(val);
}
if (SessionInterface->SendSessionInviteToFriends(Player->GetControllerId(), GameSessionName, List))
{
Result = EBlueprintResultSwitch::Type::OnSuccess;
return;
}
Result = EBlueprintResultSwitch::Type::OnFailure;
return;
}
void UAdvancedFriendsLibrary::SendSessionInviteToFriend(APlayerController *PlayerController, const FBPUniqueNetId &FriendUniqueNetId, TEnumAsByte<EBlueprintResultSwitch::Type> &Result)
{
if (!PlayerController)
{
UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Had a bad Player Controller!"));
Result = EBlueprintResultSwitch::Type::OnFailure;
return;
}
if (!FriendUniqueNetId.IsValid())
{
UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Had a bad UniqueNetId!"));
Result = EBlueprintResultSwitch::Type::OnFailure;
return;
}
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface();
if (!SessionInterface.IsValid())
{
UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Failed to get session interface!"));
Result = EBlueprintResultSwitch::Type::OnFailure;
return;
}
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
if (!Player)
{
UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend failed to get LocalPlayer!"));
Result = EBlueprintResultSwitch::Type::OnFailure;
return;
}
if (SessionInterface->SendSessionInviteToFriend(Player->GetControllerId(), GameSessionName, *FriendUniqueNetId.GetUniqueNetId()))
{
Result = EBlueprintResultSwitch::Type::OnSuccess;
return;
}
Result = EBlueprintResultSwitch::Type::OnFailure;
return;
}
void UAdvancedFriendsLibrary::GetFriend(APlayerController *PlayerController, const FBPUniqueNetId FriendUniqueNetId, FBPFriendInfo &Friend)
{
if (!PlayerController)
{
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriend Had a bad Player Controller!"));
return;
}
if (!FriendUniqueNetId.IsValid())
{
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriend Had a bad UniqueNetId!"));
return;
}
IOnlineFriendsPtr FriendsInterface = Online::GetFriendsInterface();
if (!FriendsInterface.IsValid())
{
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriend Failed to get friends interface!"));
return;
}
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
if (!Player)
{
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriend failed to get LocalPlayer!"));
return;
}
TSharedPtr<FOnlineFriend> fr = FriendsInterface->GetFriend(Player->GetControllerId(), *FriendUniqueNetId.GetUniqueNetId(), EFriendsLists::ToString(EFriendsLists::Type::Default));
if (fr.IsValid())
{
Friend.DisplayName = fr->GetDisplayName();
Friend.OnlineState = ((EBPOnlinePresenceState::Type)((int32)fr->GetPresence().Status.State));
Friend.RealName = fr->GetRealName();
Friend.UniqueNetId.SetUniqueNetId(fr->GetUserId());
Friend.bIsPlayingSameGame = fr->GetPresence().bIsPlayingThisGame;
}
}
void UAdvancedFriendsLibrary::IsAFriend(APlayerController *PlayerController, const FBPUniqueNetId UniqueNetId, bool &IsFriend)
{
if (!PlayerController)
{
UE_LOG(AdvancedFriendsLog, Warning, TEXT("IsAFriend Had a bad Player Controller!"));
return;
}
if (!UniqueNetId.IsValid())
{
UE_LOG(AdvancedFriendsLog, Warning, TEXT("IsAFriend Had a bad UniqueNetId!"));
return;
}
IOnlineFriendsPtr FriendsInterface = Online::GetFriendsInterface();
if (!FriendsInterface.IsValid())
{
UE_LOG(AdvancedFriendsLog, Warning, TEXT("IsAFriend Failed to get friends interface!"));
return;
}
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
if (!Player)
{
UE_LOG(AdvancedFriendsLog, Warning, TEXT("IsAFriend Failed to get LocalPlayer!"));
return;
}
IsFriend = FriendsInterface->IsFriend(Player->GetControllerId(), *UniqueNetId.GetUniqueNetId(), EFriendsLists::ToString(EFriendsLists::Type::Default));
}
void UAdvancedFriendsLibrary::GetStoredRecentPlayersList(FBPUniqueNetId UniqueNetId, TArray<FBPOnlineRecentPlayer> &PlayersList)
{
IOnlineFriendsPtr FriendsInterface = Online::GetFriendsInterface();
if (!FriendsInterface.IsValid())
{
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetRecentPlayersList Failed to get friends interface!"));
return;
}
if (!UniqueNetId.IsValid())
{
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetRecentPlayersList Failed was given an invalid UniqueNetId!"));
return;
}
TArray< TSharedRef<FOnlineRecentPlayer> > PlayerList;
// For now getting all namespaces
FriendsInterface->GetRecentPlayers(*(UniqueNetId.GetUniqueNetId()),"", PlayerList);
for (int32 i = 0; i < PlayerList.Num(); i++)
{
TSharedRef<FOnlineRecentPlayer> Player = PlayerList[i];
FBPOnlineRecentPlayer BPF;
BPF.DisplayName = Player->GetDisplayName();
BPF.RealName = Player->GetRealName();
BPF.UniqueNetId.SetUniqueNetId(Player->GetUserId());
PlayersList.Add(BPF);
}
}
void UAdvancedFriendsLibrary::GetStoredFriendsList(APlayerController *PlayerController, TArray<FBPFriendInfo> &FriendsList)
{
if (!PlayerController)
{
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriendsList Had a bad Player Controller!"));
return;
}
IOnlineFriendsPtr FriendsInterface = Online::GetFriendsInterface();
if (!FriendsInterface.IsValid())
{
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriendsList Failed to get friends interface!"));
return;
}
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
if (!Player)
{
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriendsList Failed to get LocalPlayer!"));
return;
}
TArray< TSharedRef<FOnlineFriend> > FriendList;
FriendsInterface->GetFriendsList(Player->GetControllerId(), EFriendsLists::ToString((EFriendsLists::Type::Default)), 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());
FriendsList.Add(BPF);
}
}

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//#include "StandAlonePrivatePCH.h"
#include "OnlineSubSystemHeader.h"
#include "AdvancedSessions.h"
void AdvancedSessions::StartupModule()
{
}
void AdvancedSessions::ShutdownModule()
{
}
IMPLEMENT_MODULE(AdvancedSessions, AdvancedSessions)

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#pragma once
#include "OnlineSubSystemHeader.h"
#include "ModuleManager.h"
class AdvancedSessions : public IModuleInterface
{
public:
/** IModuleInterface implementation */
void StartupModule();
void ShutdownModule();
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "OnlineSubSystemHeader.h"
#include "AdvancedSessionsLibrary.h"
//General Log
DEFINE_LOG_CATEGORY(AdvancedSessionsLog);
void UAdvancedSessionsLibrary::GetCurrentUniqueBuildID(int32 &UniqueBuildId)
{
UniqueBuildId = GetBuildUniqueId();
}
void UAdvancedSessionsLibrary::GetUniqueBuildID(FBlueprintSessionResult SessionResult, int32 &UniqueBuildId)
{
UniqueBuildId = SessionResult.OnlineResult.Session.SessionSettings.BuildUniqueId;
}
void UAdvancedSessionsLibrary::AddOrModifyExtraSettings(const TArray<FSessionPropertyKeyPair> & SettingsArray, const TArray<FSessionPropertyKeyPair> & NewOrChangedSettings, TArray<FSessionPropertyKeyPair> & ModifiedSettingsArray)
{
ModifiedSettingsArray = SettingsArray;
bool bFoundSetting = false;
// For each new setting
for (const FSessionPropertyKeyPair& Setting : NewOrChangedSettings)
{
bFoundSetting = false;
for (FSessionPropertyKeyPair itr : ModifiedSettingsArray)
{
// Manually comparing the keys
if (itr.Key == Setting.Key)
{
bFoundSetting = true;
itr.Data = Setting.Data;
}
}
// If it was not found, add to the array instead
if (!bFoundSetting)
{
ModifiedSettingsArray.Add(Setting);
}
}
}
void UAdvancedSessionsLibrary::GetExtraSettings(FBlueprintSessionResult SessionResult, TArray<FSessionPropertyKeyPair> & ExtraSettings)
{
FSessionPropertyKeyPair NewSetting;
for (auto& Elem : SessionResult.OnlineResult.Session.SessionSettings.Settings)
{
NewSetting.Key = Elem.Key;
NewSetting.Data = Elem.Value.Data;
ExtraSettings.Add(NewSetting);
}
}
void UAdvancedSessionsLibrary::GetSessionState(TEnumAsByte<EBPOnlineSessionState::Type> &SessionState)
{
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface();
if (!SessionInterface.IsValid())
{
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetSessionState couldn't get the session interface!"));
return;
}
SessionState = ((EBPOnlineSessionState::Type)SessionInterface->GetSessionState(GameSessionName));
}
void UAdvancedSessionsLibrary::GetSessionSettings(int32 &NumConnections, bool &bIsLAN, bool &bIsDedicated, bool &bIsAnticheatEnabled, int32 &BuildUniqueID, TArray<FSessionPropertyKeyPair> &ExtraSettings, TEnumAsByte<EBlueprintResultSwitch::Type> &Result)
{
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface();
if (!SessionInterface.IsValid())
{
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetSessionSettings couldn't get the session interface!"));
Result = EBlueprintResultSwitch::Type::OnFailure;
return;
}
FOnlineSessionSettings* settings = SessionInterface->GetSessionSettings(GameSessionName);
if (!settings)
{
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetSessionSettings couldn't get the session settings!"));
Result = EBlueprintResultSwitch::Type::OnFailure;
return;
}
BuildUniqueID = settings->BuildUniqueId;
NumConnections = settings->NumPublicConnections;
bIsLAN = settings->bIsLANMatch;
bIsDedicated = settings->bIsDedicated;
bIsAnticheatEnabled = settings->bAntiCheatProtected;
FSessionPropertyKeyPair NewSetting;
for (auto& Elem : settings->Settings)
{
NewSetting.Key = Elem.Key;
NewSetting.Data = Elem.Value.Data;
ExtraSettings.Add(NewSetting);
}
Result = EBlueprintResultSwitch::Type::OnSuccess;
}
void UAdvancedSessionsLibrary::IsPlayerInSession(const FBPUniqueNetId &PlayerToCheck, bool &bIsInSession)
{
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface();
if (!SessionInterface.IsValid())
{
UE_LOG(AdvancedSessionsLog, Warning, TEXT("IsPlayerInSession couldn't get the session interface!"));
bIsInSession = false;
return;
}
bIsInSession = SessionInterface->IsPlayerInSession(GameSessionName, *PlayerToCheck.GetUniqueNetId());
}
FSessionsSearchSetting UAdvancedSessionsLibrary::MakeLiteralSessionSearchProperty(FSessionPropertyKeyPair SessionSearchProperty, EOnlineComparisonOpRedux::Type ComparisonOp)
{
FSessionsSearchSetting setting;
setting.PropertyKeyPair = SessionSearchProperty;
setting.ComparisonOp = ComparisonOp;
return setting;
}
FSessionPropertyKeyPair UAdvancedSessionsLibrary::MakeLiteralSessionPropertyByte(FName Key, uint8 Value)
{
FSessionPropertyKeyPair Prop;
Prop.Key = Key;
Prop.Data.SetValue((int32)Value);
return Prop;
}
FSessionPropertyKeyPair UAdvancedSessionsLibrary::MakeLiteralSessionPropertyBool(FName Key, bool Value)
{
FSessionPropertyKeyPair Prop;
Prop.Key = Key;
Prop.Data.SetValue(Value);
return Prop;
}
FSessionPropertyKeyPair UAdvancedSessionsLibrary::MakeLiteralSessionPropertyString(FName Key, FString Value)
{
FSessionPropertyKeyPair Prop;
Prop.Key = Key;
Prop.Data.SetValue(Value);
return Prop;
}
FSessionPropertyKeyPair UAdvancedSessionsLibrary::MakeLiteralSessionPropertyInt(FName Key, int32 Value)
{
FSessionPropertyKeyPair Prop;
Prop.Key = Key;
Prop.Data.SetValue(Value);
return Prop;
}
FSessionPropertyKeyPair UAdvancedSessionsLibrary::MakeLiteralSessionPropertyFloat(FName Key, float Value)
{
FSessionPropertyKeyPair Prop;
Prop.Key = Key;
Prop.Data.SetValue(Value);
return Prop;
}
void UAdvancedSessionsLibrary::GetSessionPropertyByte(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, TEnumAsByte<ESessionSettingSearchResult::Type> &SearchResult, uint8 &SettingValue)
{
for (FSessionPropertyKeyPair itr : ExtraSettings)
{
if (itr.Key == SettingName)
{
if (itr.Data.GetType() == EOnlineKeyValuePairDataType::Int32)
{
int32 Val;
itr.Data.GetValue(Val);
SettingValue = (uint8)(Val);
SearchResult = ESessionSettingSearchResult::Type::Found;
}
else
{
SearchResult = ESessionSettingSearchResult::Type::WrongType;
}
return;
}
}
SearchResult = ESessionSettingSearchResult::Type::NotFound;
return;
}
void UAdvancedSessionsLibrary::GetSessionPropertyBool(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, TEnumAsByte<ESessionSettingSearchResult::Type> &SearchResult, bool &SettingValue)
{
for (FSessionPropertyKeyPair itr : ExtraSettings)
{
if (itr.Key == SettingName)
{
if (itr.Data.GetType() == EOnlineKeyValuePairDataType::Bool)
{
itr.Data.GetValue(SettingValue);
SearchResult = ESessionSettingSearchResult::Type::Found;
}
else
{
SearchResult = ESessionSettingSearchResult::Type::WrongType;
}
return;
}
}
SearchResult = ESessionSettingSearchResult::Type::NotFound;
return;
}
void UAdvancedSessionsLibrary::GetSessionPropertyString(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, TEnumAsByte<ESessionSettingSearchResult::Type> &SearchResult, FString &SettingValue)
{
for (FSessionPropertyKeyPair itr : ExtraSettings)
{
if (itr.Key == SettingName)
{
if (itr.Data.GetType() == EOnlineKeyValuePairDataType::String)
{
itr.Data.GetValue(SettingValue);
SearchResult = ESessionSettingSearchResult::Type::Found;
}
else
{
SearchResult = ESessionSettingSearchResult::Type::WrongType;
}
return;
}
}
SearchResult = ESessionSettingSearchResult::Type::NotFound;
return;
}
void UAdvancedSessionsLibrary::GetSessionPropertyInt(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, TEnumAsByte<ESessionSettingSearchResult::Type> &SearchResult, int32 &SettingValue)
{
for (FSessionPropertyKeyPair itr : ExtraSettings)
{
if (itr.Key == SettingName)
{
if (itr.Data.GetType() == EOnlineKeyValuePairDataType::Int32)
{
itr.Data.GetValue(SettingValue);
SearchResult = ESessionSettingSearchResult::Type::Found;
}
else
{
SearchResult = ESessionSettingSearchResult::Type::WrongType;
}
return;
}
}
SearchResult = ESessionSettingSearchResult::Type::NotFound;
return;
}
void UAdvancedSessionsLibrary::GetSessionPropertyFloat(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, TEnumAsByte<ESessionSettingSearchResult::Type> &SearchResult, float &SettingValue)
{
for (FSessionPropertyKeyPair itr : ExtraSettings)
{
if (itr.Key == SettingName)
{
if (itr.Data.GetType() == EOnlineKeyValuePairDataType::Float)
{
itr.Data.GetValue(SettingValue);
SearchResult = ESessionSettingSearchResult::Type::Found;
}
else
{
SearchResult = ESessionSettingSearchResult::Type::WrongType;
}
return;
}
}
SearchResult = ESessionSettingSearchResult::Type::NotFound;
return;
}
bool UAdvancedSessionsLibrary::HasOnlineSubsystem(FName SubSystemName)
{
return((IOnlineSubsystem::Get(SubSystemName) != NULL));
}
void UAdvancedSessionsLibrary::GetNetPlayerIndex(APlayerController *PlayerController, int32 &NetPlayerIndex)
{
if (!PlayerController)
{
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetNetPlayerIndex received a bad PlayerController!"));
NetPlayerIndex = 0;
return;
}
NetPlayerIndex = PlayerController->NetPlayerIndex;
return;
}
void UAdvancedSessionsLibrary::UniqueNetIdToString(const FBPUniqueNetId& UniqueNetId, FString &String)
{
const FUniqueNetId * ID = UniqueNetId.GetUniqueNetId();
if ( !ID )
{
UE_LOG(AdvancedSessionsLog, Warning, TEXT("UniqueNetIdToString received a bad UniqueNetId!"));
String = "ERROR, BAD UNIQUE NET ID";
}
String = ID->ToString();
}
void UAdvancedSessionsLibrary::GetUniqueNetID(APlayerController *PlayerController, FBPUniqueNetId &UniqueNetId)
{
if (!PlayerController)
{
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetUniqueNetIdFromController received a bad PlayerController!"));
return;
}
if (APlayerState* PlayerState = (PlayerController != NULL) ? PlayerController->PlayerState : NULL)
{
UniqueNetId.SetUniqueNetId(PlayerState->UniqueId.GetUniqueNetId());
if (!UniqueNetId.IsValid())
{
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetUniqueNetIdFromController couldn't get the player uniquenetid!"));
}
return;
}
}
void UAdvancedSessionsLibrary::SetPlayerName(APlayerController *PlayerController, FString PlayerName)
{
if (!PlayerController)
{
UE_LOG(AdvancedSessionsLog, Warning, TEXT("SetLocalPlayerNameFromController Bad Player Controller!"));
return;
}
if (APlayerState* PlayerState = (PlayerController != NULL) ? PlayerController->PlayerState : NULL)
{
PlayerState->SetPlayerName(PlayerName);
return;
}
else
{
UE_LOG(AdvancedSessionsLog, Warning, TEXT("SetLocalPlayerNameFromController had a bad player state!"));
}
}
void UAdvancedSessionsLibrary::GetPlayerName(APlayerController *PlayerController, FString &PlayerName)
{
if (!PlayerController)
{
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetLocalPlayerNameFromController Bad Player Controller!"));
return;
}
if (APlayerState* PlayerState = (PlayerController != NULL) ? PlayerController->PlayerState : NULL)
{
PlayerName = PlayerState->PlayerName;
return;
}
else
{
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetLocalPlayerNameFromController had a bad player state!"));
}
}
void UAdvancedSessionsLibrary::GetNumberOfNetworkPlayers(int32 &NumNetPlayers)
{
//Get an actor to GetWorld() from
TObjectIterator<AActor> Itr;
if (!Itr)
{
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetNumberOfNetworkPlayers Failed to get iterator!"));
return;
}
//~~~~~~~~~~~~
//Get World
UWorld* TheWorld = Itr->GetWorld();
if (!TheWorld)
{
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetNumberOfNetworkPlayers Failed to get World()!"));
return;
}
TArray<class APlayerState*>& PlayerArray = (TheWorld->GetGameState()->PlayerArray);
NumNetPlayers = PlayerArray.Num();
}

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// Fill out your copyright notice in the Description page of Project Settings.
#include "OnlineSubSystemHeader.h"
#include "AdvancedVoiceLibrary.h"
//General Log
DEFINE_LOG_CATEGORY(AdvancedVoiceLog);
void UAdvancedVoiceLibrary::IsHeadsetPresent(bool & bHasHeadset, uint8 LocalPlayerNum)
{
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
if (!VoiceInterface.IsValid())
{
bHasHeadset = false;
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Check For Headset couldn't get the voice interface!"));
return;
}
bHasHeadset = VoiceInterface->IsHeadsetPresent(LocalPlayerNum);
}
void UAdvancedVoiceLibrary::StartNetworkedVoice(uint8 LocalPlayerNum)
{
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
if (!VoiceInterface.IsValid())
{
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Start Networked Voice couldn't get the voice interface!"));
return;
}
VoiceInterface->StartNetworkedVoice(LocalPlayerNum);
}
void UAdvancedVoiceLibrary::StopNetworkedVoice(uint8 LocalPlayerNum)
{
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
if (!VoiceInterface.IsValid())
{
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Start Networked Voice couldn't get the voice interface!"));
return;
}
VoiceInterface->StopNetworkedVoice(LocalPlayerNum);
}
bool UAdvancedVoiceLibrary::RegisterLocalTalker(uint8 LocalPlayerNum)
{
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
if (!VoiceInterface.IsValid())
{
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Register Local Talker couldn't get the voice interface!"));
return false;
}
return VoiceInterface->RegisterLocalTalker(LocalPlayerNum);
}
void UAdvancedVoiceLibrary::RegisterAllLocalTalkers()
{
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
if (!VoiceInterface.IsValid())
{
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Register Local Talkers couldn't get the voice interface!"));
return;
}
VoiceInterface->RegisterLocalTalkers();
}
void UAdvancedVoiceLibrary::UnRegisterLocalTalker(uint8 LocalPlayerNum)
{
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
if (!VoiceInterface.IsValid())
{
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Unregister Local Talker couldn't get the voice interface!"));
return;
}
VoiceInterface->UnregisterLocalTalker(LocalPlayerNum);
}
void UAdvancedVoiceLibrary::UnRegisterAllLocalTalkers()
{
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
if (!VoiceInterface.IsValid())
{
UE_LOG(AdvancedVoiceLog, Warning, TEXT("UnRegister All Local Talkers couldn't get the voice interface!"));
return;
}
VoiceInterface->UnregisterLocalTalkers();
}
bool UAdvancedVoiceLibrary::RegisterRemoteTalker(const FBPUniqueNetId& UniqueNetId)
{
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
if (!VoiceInterface.IsValid())
{
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Register Remote Talker couldn't get the voice interface!"));
return false;
}
return VoiceInterface->RegisterRemoteTalker(*UniqueNetId.GetUniqueNetId());
}
bool UAdvancedVoiceLibrary::UnRegisterRemoteTalker(const FBPUniqueNetId& UniqueNetId)
{
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
if (!VoiceInterface.IsValid())
{
UE_LOG(AdvancedVoiceLog, Warning, TEXT("UnRegister Remote Talker couldn't get the voice interface!"));
return false;
}
return VoiceInterface->UnregisterRemoteTalker(*UniqueNetId.GetUniqueNetId());
}
void UAdvancedVoiceLibrary::RemoveAllRemoteTalkers()
{
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
if (!VoiceInterface.IsValid())
{
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Remove All Remote Talkers couldn't get the voice interface!"));
return;
}
VoiceInterface->RemoveAllRemoteTalkers();
}
bool UAdvancedVoiceLibrary::IsLocalPlayerTalking(uint8 LocalPlayerNum)
{
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
if (!VoiceInterface.IsValid())
{
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Is Local Player Talking couldn't get the voice interface!"));
return false;
}
return VoiceInterface->IsLocalPlayerTalking(LocalPlayerNum);
}
bool UAdvancedVoiceLibrary::IsRemotePlayerTalking(const FBPUniqueNetId& UniqueNetId)
{
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
if (!VoiceInterface.IsValid())
{
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Is Remote Player Talking couldn't get the voice interface!"));
return false;
}
return VoiceInterface->IsRemotePlayerTalking(*UniqueNetId.GetUniqueNetId());
}
bool UAdvancedVoiceLibrary::IsPlayerMuted(uint8 LocalUserNumChecking, const FBPUniqueNetId& UniqueNetId)
{
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
if (!VoiceInterface.IsValid())
{
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Is Player Muted couldn't get the voice interface!"));
return false;
}
return VoiceInterface->IsMuted(LocalUserNumChecking, *UniqueNetId.GetUniqueNetId());
}
bool UAdvancedVoiceLibrary::MuteRemoteTalker(uint8 LocalUserNum, const FBPUniqueNetId& UniqueNetId, bool bIsSystemWide)
{
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
if (!VoiceInterface.IsValid())
{
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Mute Remote Talker couldn't get the voice interface!"));
return false;
}
return VoiceInterface->MuteRemoteTalker(LocalUserNum, *UniqueNetId.GetUniqueNetId(), bIsSystemWide);
}
bool UAdvancedVoiceLibrary::UnMuteRemoteTalker(uint8 LocalUserNum, const FBPUniqueNetId& UniqueNetId, bool bIsSystemWide)
{
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
if (!VoiceInterface.IsValid())
{
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Unmute Remote Talker couldn't get the voice interface!"));
return false;
}
return VoiceInterface->UnmuteRemoteTalker(LocalUserNum, *UniqueNetId.GetUniqueNetId(), bIsSystemWide);
}
void UAdvancedVoiceLibrary::GetNumLocalTalkers(int32 & NumLocalTalkers)
{
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
if (!VoiceInterface.IsValid())
{
NumLocalTalkers = 0;
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Unmute Remote Talker couldn't get the voice interface!"));
return;
}
NumLocalTalkers = VoiceInterface->GetNumLocalTalkers();
}

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#pragma once
#include "Engine.h"
#include "Core.h"
#include "OnlineSessionInterface.h"
#include "OnlineSessionSettings.h"
#include "OnlineDelegateMacros.h"
#include "OnlineSubsystem.h"
#include "OnlineSubsystemImpl.h"
#include "OnlineSubsystemUtils.h"
#include "OnlineSubsystemUtilsModule.h"
#include "ModuleManager.h"
#include "OnlineSubsystemUtilsClasses.h"
#include "BlueprintDataDefinitions.generated.h"
UENUM()
namespace ESessionSettingSearchResult
{
enum Type
{
// Found the setting
Found,
// Did not find the setting
NotFound,
// Was not the correct ype
WrongType
};
}
// This makes a lot of the blueprint functions cleaner
UENUM()
namespace EBlueprintResultSwitch
{
enum Type
{
// On Success
OnSuccess,
// On Failure
OnFailure
};
}
// Wanted this to be switchable in the editor
UENUM(BlueprintType)
namespace EBPOnlinePresenceState
{
enum Type
{
Online,
Offline,
Away,
ExtendedAway,
DoNotDisturb,
Chat
};
}
UENUM(BlueprintType)
namespace EBPOnlineSessionState
{
enum Type
{
/** An online session has not been created yet */
NoSession,
/** An online session is in the process of being created */
Creating,
/** Session has been created but the session hasn't started (pre match lobby) */
Pending,
/** Session has been asked to start (may take time due to communication with backend) */
Starting,
/** The current session has started. Sessions with join in progress disabled are no longer joinable */
InProgress,
/** The session is still valid, but the session is no longer being played (post match lobby) */
Ending,
/** The session is closed and any stats committed */
Ended,
/** The session is being destroyed */
Destroying
};
}
// Boy oh boy is this a dirty hack, but I can't figure out a good way to do it otherwise at the moment
// The UniqueNetId is an abstract class so I can't exactly re-initialize it to make a shared pointer on some functions
// So I made the blueprintable UniqueNetID into a dual variable struct with access functions and I am converting the const var for the pointer
// I really need to re-think this later
USTRUCT(BlueprintType)
struct FBPUniqueNetId
{
GENERATED_USTRUCT_BODY()
private:
bool bUseDirectPointer;
public:
TSharedPtr<const FUniqueNetId> UniqueNetId;
const FUniqueNetId * UniqueNetIdPtr;
void SetUniqueNetId(const TSharedPtr<const FUniqueNetId> &ID)
{
bUseDirectPointer = false;
UniqueNetIdPtr = nullptr;
UniqueNetId = ID;
}
void SetUniqueNetId(const FUniqueNetId *ID)
{
bUseDirectPointer = true;
UniqueNetIdPtr = ID;
}
bool IsValid() const
{
if (bUseDirectPointer && UniqueNetIdPtr != nullptr)
{
return true;
}
else if (UniqueNetId.IsValid())
{
return true;
}
else
return false;
}
const FUniqueNetId* GetUniqueNetId() const
{
if (bUseDirectPointer && UniqueNetIdPtr != nullptr)
{
// No longer converting to non const as all functions now pass const UniqueNetIds
return /*const_cast<FUniqueNetId*>*/(UniqueNetIdPtr);
}
else if (UniqueNetId.IsValid())
{
return UniqueNetId.Get();
}
else
return nullptr;
}
FBPUniqueNetId()
{
bUseDirectPointer = false;
UniqueNetIdPtr = nullptr;
}
};
USTRUCT(BluePrintType)
struct FBPOnlineUser
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
FBPUniqueNetId UniqueNetId;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
FString DisplayName;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
FString RealName;
};
USTRUCT(BluePrintType)
struct FBPOnlineRecentPlayer : public FBPOnlineUser
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
FString LastSeen;
};
USTRUCT(BlueprintType)
struct FBPFriendInfo
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
FString DisplayName;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
FString RealName;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
TEnumAsByte<EBPOnlinePresenceState::Type> OnlineState;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
FBPUniqueNetId UniqueNetId;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
bool bIsPlayingSameGame;
};
/** The types of comparison operations for a given search query */
// Used to compare session properties
UENUM(BlueprintType)
namespace EOnlineComparisonOpRedux
{
enum Type
{
Equals,
NotEquals,
GreaterThan,
GreaterThanEquals,
LessThan,
LessThanEquals,
};
}
// Used to store session properties before converting to FVariantData
USTRUCT(BlueprintType)
struct FSessionPropertyKeyPair
{
GENERATED_USTRUCT_BODY()
FName Key;
FVariantData Data;
};
// Sent to the FindSessionsAdvanced to filter the end results
USTRUCT(BlueprintType)
struct FSessionsSearchSetting
{
GENERATED_USTRUCT_BODY()
//UPROPERTY()
// Had to make a copy of this to account for the original not being exposed to blueprints
/** How is this session setting compared on the backend searches */
TEnumAsByte<EOnlineComparisonOpRedux::Type> ComparisonOp;
// The key pair to search for
FSessionPropertyKeyPair PropertyKeyPair;
};
// Couldn't use the default one as it is not exposed to other modules, had to re-create it here
// Helper class for various methods to reduce the call hierarchy
struct FOnlineSubsystemBPCallHelperAdvanced
{
public:
FOnlineSubsystemBPCallHelperAdvanced(const TCHAR* CallFunctionContext, UWorld* World, FName SystemName = NAME_None)
: OnlineSub(Online::GetSubsystem(World, SystemName))
, FunctionContext(CallFunctionContext)
{
if (OnlineSub == nullptr)
{
FFrame::KismetExecutionMessage(*FString::Printf(TEXT("%s - Invalid or uninitialized OnlineSubsystem"), FunctionContext), ELogVerbosity::Warning);
}
}
void QueryIDFromPlayerController(APlayerController* PlayerController)
{
UserID.Reset();
//return const_cast<FUniqueNetId*>(UniqueNetIdPtr);
if (APlayerState* PlayerState = (PlayerController != NULL) ? PlayerController->PlayerState : NULL)
{
UserID = PlayerState->UniqueId.GetUniqueNetId();
if (!UserID.IsValid())
{
FFrame::KismetExecutionMessage(*FString::Printf(TEXT("%s - Cannot map local player to unique net ID"), FunctionContext), ELogVerbosity::Warning);
}
}
else
{
FFrame::KismetExecutionMessage(*FString::Printf(TEXT("%s - Invalid player state"), FunctionContext), ELogVerbosity::Warning);
}
}
bool IsValid() const
{
return UserID.IsValid() && (OnlineSub != nullptr);
}
public:
//TSharedPtr<const FUniqueNetId>& GetUniqueNetId()
TSharedPtr</*class*/ const FUniqueNetId> UserID;
IOnlineSubsystem* const OnlineSub;
const TCHAR* FunctionContext;
};
class FOnlineSearchSettingsEx : public FOnlineSearchSettings
{
/**
* Sets a key value pair combination that defines a search parameter
*
* @param Key key for the setting
* @param Value value of the setting
* @param InType type of comparison
*/
public:
void HardSet(FName Key, const FVariantData& Value, EOnlineComparisonOpRedux::Type CompOp)
{
FOnlineSessionSearchParam* SearchParam = SearchParams.Find(Key);
EOnlineComparisonOp::Type op;
switch (CompOp)
{
case EOnlineComparisonOpRedux::Equals: op = EOnlineComparisonOp::Equals; break;
case EOnlineComparisonOpRedux::GreaterThan: op = EOnlineComparisonOp::GreaterThan; break;
case EOnlineComparisonOpRedux::GreaterThanEquals: op = EOnlineComparisonOp::GreaterThanEquals; break;
case EOnlineComparisonOpRedux::LessThan: op = EOnlineComparisonOp::LessThan; break;
case EOnlineComparisonOpRedux::LessThanEquals: op = EOnlineComparisonOp::LessThanEquals; break;
case EOnlineComparisonOpRedux::NotEquals: op = EOnlineComparisonOp::NotEquals; break;
default: op = EOnlineComparisonOp::Equals; break;
}
if (SearchParam)
{
SearchParam->Data = Value;
SearchParam->ComparisonOp = op;
}
else
{
FOnlineSessionSearchParam searchSetting((int)0, op);
searchSetting.Data = Value;
SearchParams.Add(Key, searchSetting);
}
}
};
#define INVALID_INDEX -1

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "OnlineSubSystemHeader.h"
#include "CancelFindSessionsCallbackProxy.h"
//////////////////////////////////////////////////////////////////////////
// UCancelFindSessionsCallbackProxy
UCancelFindSessionsCallbackProxy::UCancelFindSessionsCallbackProxy(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, Delegate(FOnCancelFindSessionsCompleteDelegate::CreateUObject(this, &ThisClass::OnCompleted))
{
}
UCancelFindSessionsCallbackProxy* UCancelFindSessionsCallbackProxy::CancelFindSessions(UObject* WorldContextObject, class APlayerController* PlayerController)
{
UCancelFindSessionsCallbackProxy* Proxy = NewObject<UCancelFindSessionsCallbackProxy>();
Proxy->PlayerControllerWeakPtr = PlayerController;
Proxy->WorldContextObject = WorldContextObject;
return Proxy;
}
void UCancelFindSessionsCallbackProxy::Activate()
{
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("CancelFindSessions"), GEngine->GetWorldFromContextObject(WorldContextObject));
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
if (Helper.IsValid())
{
auto Sessions = Helper.OnlineSub->GetSessionInterface();
if (Sessions.IsValid())
{
DelegateHandle = Sessions->AddOnCancelFindSessionsCompleteDelegate_Handle(Delegate);
Sessions->CancelFindSessions();
// OnCompleted will get called, nothing more to do now
return;
}
else
{
FFrame::KismetExecutionMessage(TEXT("Sessions not supported by Online Subsystem"), ELogVerbosity::Warning);
}
}
// Fail immediately
OnFailure.Broadcast();
}
void UCancelFindSessionsCallbackProxy::OnCompleted(bool bWasSuccessful)
{
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("CancelFindSessionsCallback"), GEngine->GetWorldFromContextObject(WorldContextObject));
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
if (Helper.IsValid())
{
auto Sessions = Helper.OnlineSub->GetSessionInterface();
if (Sessions.IsValid())
{
Sessions->ClearOnCancelFindSessionsCompleteDelegate_Handle(DelegateHandle);
}
}
if (bWasSuccessful)
{
OnSuccess.Broadcast();
}
else
{
OnFailure.Broadcast();
}
}

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "OnlineSubSystemHeader.h"
#include "CreateSessionCallbackProxyAdvanced.h"
//////////////////////////////////////////////////////////////////////////
// UCreateSessionCallbackProxyAdvanced
UCreateSessionCallbackProxyAdvanced::UCreateSessionCallbackProxyAdvanced(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, CreateCompleteDelegate(FOnCreateSessionCompleteDelegate::CreateUObject(this, &ThisClass::OnCreateCompleted))
, StartCompleteDelegate(FOnStartSessionCompleteDelegate::CreateUObject(this, &ThisClass::OnStartCompleted))
, NumPublicConnections(1)
{
}
UCreateSessionCallbackProxyAdvanced* UCreateSessionCallbackProxyAdvanced::CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, class APlayerController* PlayerController, int32 PublicConnections, bool bUseLAN, bool bAllowInvites, bool bIsDedicatedServer)
{
UCreateSessionCallbackProxyAdvanced* Proxy = NewObject<UCreateSessionCallbackProxyAdvanced>();
Proxy->PlayerControllerWeakPtr = PlayerController;
Proxy->NumPublicConnections = PublicConnections;
Proxy->bUseLAN = bUseLAN;
Proxy->WorldContextObject = WorldContextObject;
Proxy->bAllowInvites = bAllowInvites;
Proxy->ExtraSettings = ExtraSettings;
Proxy->bDedicatedServer = bIsDedicatedServer;
return Proxy;
}
void UCreateSessionCallbackProxyAdvanced::Activate()
{
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("CreateSession"), GEngine->GetWorldFromContextObject(WorldContextObject));
if (PlayerControllerWeakPtr.IsValid() )
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
if (Helper.OnlineSub != nullptr)
{
auto Sessions = Helper.OnlineSub->GetSessionInterface();
if (Sessions.IsValid())
{
CreateCompleteDelegateHandle = Sessions->AddOnCreateSessionCompleteDelegate_Handle(CreateCompleteDelegate);
FOnlineSessionSettings Settings;
Settings.NumPublicConnections = NumPublicConnections;
Settings.bShouldAdvertise = true;
Settings.bAllowJoinInProgress = true;
Settings.bIsLANMatch = bUseLAN;
Settings.bUsesPresence = true;
Settings.bAllowJoinViaPresence = true;
Settings.bIsDedicated = bDedicatedServer;
// These are about the only changes over the standard Create Sessions Node
Settings.bAllowInvites = bAllowInvites;
FOnlineSessionSetting ExtraSetting;
for (int i = 0; i < ExtraSettings.Num(); i++)
{
ExtraSetting.Data = ExtraSettings[i].Data;
// ViaOnlineServiceAndPing
ExtraSetting.AdvertisementType = EOnlineDataAdvertisementType::ViaOnlineService;
Settings.Settings.Add(ExtraSettings[i].Key, ExtraSetting);
}
if (PlayerControllerWeakPtr.IsValid() && Helper.UserID.IsValid())
Sessions->CreateSession(*Helper.UserID, GameSessionName, Settings);
else
Sessions->CreateSession(NULL, GameSessionName, Settings);
// OnCreateCompleted will get called, nothing more to do now
return;
}
else
{
FFrame::KismetExecutionMessage(TEXT("Sessions not supported by Online Subsystem"), ELogVerbosity::Warning);
}
}
// Fail immediately
OnFailure.Broadcast();
}
void UCreateSessionCallbackProxyAdvanced::OnCreateCompleted(FName SessionName, bool bWasSuccessful)
{
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("CreateSessionCallback"), GEngine->GetWorldFromContextObject(WorldContextObject));
//Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
if (Helper.OnlineSub != nullptr)
{
auto Sessions = Helper.OnlineSub->GetSessionInterface();
if (Sessions.IsValid())
{
Sessions->ClearOnCreateSessionCompleteDelegate_Handle(CreateCompleteDelegateHandle);
if (bWasSuccessful)
{
StartCompleteDelegateHandle = Sessions->AddOnStartSessionCompleteDelegate_Handle(StartCompleteDelegate);
Sessions->StartSession(GameSessionName);
// OnStartCompleted will get called, nothing more to do now
return;
}
}
}
if (!bWasSuccessful)
{
OnFailure.Broadcast();
}
}
void UCreateSessionCallbackProxyAdvanced::OnStartCompleted(FName SessionName, bool bWasSuccessful)
{
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("StartSessionCallback"), GEngine->GetWorldFromContextObject(WorldContextObject));
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
if (Helper.OnlineSub != nullptr)
{
auto Sessions = Helper.OnlineSub->GetSessionInterface();
if (Sessions.IsValid())
{
Sessions->ClearOnStartSessionCompleteDelegate_Handle(StartCompleteDelegateHandle);
}
}
if (bWasSuccessful)
{
OnSuccess.Broadcast();
}
else
{
OnFailure.Broadcast();
}
}

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "OnlineSubSystemHeader.h"
#include "EndSessionCallbackProxy.h"
//////////////////////////////////////////////////////////////////////////
// UEndSessionCallbackProxy
UEndSessionCallbackProxy::UEndSessionCallbackProxy(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, Delegate(FOnEndSessionCompleteDelegate::CreateUObject(this, &ThisClass::OnCompleted))
{
}
UEndSessionCallbackProxy* UEndSessionCallbackProxy::EndSession(UObject* WorldContextObject, class APlayerController* PlayerController)
{
UEndSessionCallbackProxy* Proxy = NewObject<UEndSessionCallbackProxy>();
Proxy->PlayerControllerWeakPtr = PlayerController;
Proxy->WorldContextObject = WorldContextObject;
return Proxy;
}
void UEndSessionCallbackProxy::Activate()
{
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("EndSession"), GEngine->GetWorldFromContextObject(WorldContextObject));
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
if (Helper.IsValid())
{
auto Sessions = Helper.OnlineSub->GetSessionInterface();
if (Sessions.IsValid())
{
FNamedOnlineSession* Session = Sessions->GetNamedSession(GameSessionName);
if (Session &&
Session->SessionState == EOnlineSessionState::InProgress)
{
DelegateHandle = Sessions->AddOnEndSessionCompleteDelegate_Handle(Delegate);
Sessions->EndSession(GameSessionName);
}
else
{
OnSuccess.Broadcast();
}
// OnCompleted will get called, nothing more to do now
return;
}
else
{
FFrame::KismetExecutionMessage(TEXT("Sessions not supported by Online Subsystem"), ELogVerbosity::Warning);
}
}
// Fail immediately
OnFailure.Broadcast();
}
void UEndSessionCallbackProxy::OnCompleted(FName SessionName, bool bWasSuccessful)
{
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("EndSessionCallback"), GEngine->GetWorldFromContextObject(WorldContextObject));
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
if (Helper.IsValid())
{
auto Sessions = Helper.OnlineSub->GetSessionInterface();
if (Sessions.IsValid())
{
Sessions->ClearOnEndSessionCompleteDelegate_Handle(DelegateHandle);
}
}
if (bWasSuccessful)
{
OnSuccess.Broadcast();
}
else
{
OnFailure.Broadcast();
}
}

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "OnlineSubSystemHeader.h"
#include "FindFriendSessionCallbackProxy.h"
//////////////////////////////////////////////////////////////////////////
// UGetRecentPlayersCallbackProxy
DEFINE_LOG_CATEGORY(AdvancedFindFriendSessionLog);
UFindFriendSessionCallbackProxy::UFindFriendSessionCallbackProxy(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, OnFindFriendSessionCompleteDelegate(FOnFindFriendSessionCompleteDelegate::CreateUObject(this, &ThisClass::OnFindFriendSessionCompleted))
{
}
UFindFriendSessionCallbackProxy* UFindFriendSessionCallbackProxy::FindFriendSession(UObject* WorldContextObject, APlayerController *PlayerController, const FBPUniqueNetId &FriendUniqueNetId)
{
UFindFriendSessionCallbackProxy* Proxy = NewObject<UFindFriendSessionCallbackProxy>();
Proxy->PlayerControllerWeakPtr = PlayerController;
Proxy->cUniqueNetId = FriendUniqueNetId;
Proxy->WorldContextObject = WorldContextObject;
return Proxy;
}
void UFindFriendSessionCallbackProxy::Activate()
{
if (!cUniqueNetId.IsValid())
{
// Fail immediately
UE_LOG(AdvancedFindFriendSessionLog, Warning, TEXT("FindFriendSession Failed received a bad UniqueNetId!"));
FBlueprintSessionResult EmptyResult;
OnFailure.Broadcast(EmptyResult);
return;
}
if (!PlayerControllerWeakPtr.IsValid())
{
// Fail immediately
UE_LOG(AdvancedFindFriendSessionLog, Warning, TEXT("FindFriendSession Failed received a bad playercontroller!"));
FBlueprintSessionResult EmptyResult;
OnFailure.Broadcast(EmptyResult);
return;
}
IOnlineSessionPtr Sessions = Online::GetSessionInterface();
if (Sessions.IsValid())
{
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
if (!Player)
{
// Fail immediately
UE_LOG(AdvancedFindFriendSessionLog, Warning, TEXT("FindFriendSession Failed couldn't cast to ULocalPlayer!"));
FBlueprintSessionResult EmptyResult;
OnFailure.Broadcast(EmptyResult);
return;
}
FindFriendSessionCompleteDelegateHandle = Sessions->AddOnFindFriendSessionCompleteDelegate_Handle(Player->GetControllerId(), OnFindFriendSessionCompleteDelegate);
Sessions->FindFriendSession(Player->GetControllerId(),*cUniqueNetId.GetUniqueNetId());
return;
}
// Fail immediately
FBlueprintSessionResult EmptyResult;
OnFailure.Broadcast(EmptyResult);
}
void UFindFriendSessionCallbackProxy::OnFindFriendSessionCompleted(int32 LocalPlayer, bool bWasSuccessful, const FOnlineSessionSearchResult& SessionInfo)
{
IOnlineSessionPtr Sessions = Online::GetSessionInterface();
if (Sessions.IsValid())
Sessions->ClearOnFindFriendSessionCompleteDelegate_Handle(LocalPlayer, FindFriendSessionCompleteDelegateHandle);
if ( bWasSuccessful )
{
FBlueprintSessionResult Result;
Result.OnlineResult = SessionInfo;
OnSuccess.Broadcast(Result);
}
else
{
UE_LOG(AdvancedFindFriendSessionLog, Warning, TEXT("FindFriendSession Failed"));
FBlueprintSessionResult EmptyResult;
OnFailure.Broadcast(EmptyResult);
}
}

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "OnlineSubSystemHeader.h"
#include "FindSessionsCallbackProxyAdvanced.h"
//////////////////////////////////////////////////////////////////////////
// UFindSessionsCallbackProxyAdvanced
UFindSessionsCallbackProxyAdvanced::UFindSessionsCallbackProxyAdvanced(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, Delegate(FOnFindSessionsCompleteDelegate::CreateUObject(this, &ThisClass::OnCompleted))
, bUseLAN(false)
{
}
UFindSessionsCallbackProxyAdvanced* UFindSessionsCallbackProxyAdvanced::FindSessionsAdvanced(UObject* WorldContextObject, class APlayerController* PlayerController, int MaxResults, bool bUseLAN, const TArray<FSessionsSearchSetting> &Filters)
{
UFindSessionsCallbackProxyAdvanced* Proxy = NewObject<UFindSessionsCallbackProxyAdvanced>();
Proxy->PlayerControllerWeakPtr = PlayerController;
Proxy->bUseLAN = bUseLAN;
Proxy->MaxResults = MaxResults;
Proxy->WorldContextObject = WorldContextObject;
Proxy->SearchSettings = Filters;
return Proxy;
}
void UFindSessionsCallbackProxyAdvanced::Activate()
{
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("FindSessions"), GEngine->GetWorldFromContextObject(WorldContextObject));
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
if (Helper.IsValid())
{
auto Sessions = Helper.OnlineSub->GetSessionInterface();
if (Sessions.IsValid())
{
DelegateHandle = Sessions->AddOnFindSessionsCompleteDelegate_Handle(Delegate);
SearchObject = MakeShareable(new FOnlineSessionSearch);
SearchObject->MaxSearchResults = MaxResults;
SearchObject->bIsLanQuery = bUseLAN;
//SearchObject->QuerySettings.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
// Create temp filter variable, because I had to re-define a blueprint version of this, it is required.
FOnlineSearchSettingsEx tem;
tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
// Filter results
if (SearchSettings.Num() > 0)
{
for (int i = 0; i < SearchSettings.Num(); i++)
{
// Function that was added to make directly adding a FVariant possible
tem.HardSet(SearchSettings[i].PropertyKeyPair.Key, SearchSettings[i].PropertyKeyPair.Data, SearchSettings[i].ComparisonOp);
}
}
// Copy the derived temp variable over to it's base class
SearchObject->QuerySettings = tem;
Sessions->FindSessions(*Helper.UserID, SearchObject.ToSharedRef());
// OnQueryCompleted will get called, nothing more to do now
return;
}
else
{
FFrame::KismetExecutionMessage(TEXT("Sessions not supported by Online Subsystem"), ELogVerbosity::Warning);
}
}
// Fail immediately
TArray<FBlueprintSessionResult> Results;
OnFailure.Broadcast(Results);
}
void UFindSessionsCallbackProxyAdvanced::OnCompleted(bool bSuccess)
{
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("FindSessionsCallback"), GEngine->GetWorldFromContextObject(WorldContextObject));
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
if (Helper.IsValid())
{
auto Sessions = Helper.OnlineSub->GetSessionInterface();
if (Sessions.IsValid())
{
Sessions->ClearOnFindSessionsCompleteDelegate_Handle(DelegateHandle);
}
}
TArray<FBlueprintSessionResult> Results;
if (bSuccess && SearchObject.IsValid())
{
// Just log the results for now, will need to add a blueprint-compatible search result struct
for (auto& Result : SearchObject->SearchResults)
{
/* bool bAddResult = true;
// Filter results
if (SearchSettings.Num() > 0)
{
FOnlineSessionSetting * setting;
for (int i = 0; i < SearchSettings.Num(); i++)
{
setting = Result.Session.SessionSettings.Settings.Find(SearchSettings[i].PropertyKeyPair.Key);
// Couldn't find this key
if (!setting)
continue;
if (!CompareVariants(setting->Data, SearchSettings[i].PropertyKeyPair.Data, SearchSettings[i].ComparisonOp))
{
bAddResult = false;
break;
}
}
}*/
//if (bAddResult)
//{
FString ResultText = FString::Printf(TEXT("Found a session. Ping is %d"), Result.PingInMs);
FFrame::KismetExecutionMessage(*ResultText, ELogVerbosity::Log);
FBlueprintSessionResult BPResult;
BPResult.OnlineResult = Result;
Results.Add(BPResult);
//}
}
OnSuccess.Broadcast(Results);
}
else
{
OnFailure.Broadcast(Results);
}
}
void UFindSessionsCallbackProxyAdvanced::FilterSessionResults(const TArray<FBlueprintSessionResult> &SessionResults, const TArray<FSessionsSearchSetting> &Filters, TArray<FBlueprintSessionResult> &FilteredResults)
{
for (int j = 0; j < SessionResults.Num(); j++)
{
bool bAddResult = true;
// Filter results
if (Filters.Num() > 0)
{
const FOnlineSessionSetting * setting;
for (int i = 0; i < Filters.Num(); i++)
{
setting = SessionResults[j].OnlineResult.Session.SessionSettings.Settings.Find(Filters[i].PropertyKeyPair.Key);
// Couldn't find this key
if (!setting)
continue;
if (!CompareVariants(setting->Data, Filters[i].PropertyKeyPair.Data, Filters[i].ComparisonOp))
{
bAddResult = false;
break;
}
}
}
if (bAddResult)
FilteredResults.Add(SessionResults[j]);
}
return;
}
bool UFindSessionsCallbackProxyAdvanced::CompareVariants(const FVariantData &A, const FVariantData &B, EOnlineComparisonOpRedux::Type Comparator)
{
if (A.GetType() != B.GetType())
return false;
switch (A.GetType())
{
case EOnlineKeyValuePairDataType::Bool:
{
bool bA, bB;
A.GetValue(bA);
B.GetValue(bB);
switch (Comparator)
{
case EOnlineComparisonOpRedux::Equals:
return bA == bB; break;
case EOnlineComparisonOpRedux::NotEquals:
return bA != bB; break;
default:
return false;break;
}
}
case EOnlineKeyValuePairDataType::Double:
{
double bA, bB;
A.GetValue(bA);
B.GetValue(bB);
switch (Comparator)
{
case EOnlineComparisonOpRedux::Equals:
return bA == bB; break;
case EOnlineComparisonOpRedux::NotEquals:
return bA != bB; break;
case EOnlineComparisonOpRedux::GreaterThanEquals:
return (bA == bB || bA > bB); break;
case EOnlineComparisonOpRedux::LessThanEquals:
return (bA == bB || bA < bB); break;
case EOnlineComparisonOpRedux::GreaterThan:
return bA > bB; break;
case EOnlineComparisonOpRedux::LessThan:
return bA < bB; break;
default:
return false; break;
}
}
case EOnlineKeyValuePairDataType::Float:
{
float tbA, tbB;
double bA, bB;
A.GetValue(tbA);
B.GetValue(tbB);
bA = (double)tbA;
bB = (double)tbB;
switch (Comparator)
{
case EOnlineComparisonOpRedux::Equals:
return bA == bB; break;
case EOnlineComparisonOpRedux::NotEquals:
return bA != bB; break;
case EOnlineComparisonOpRedux::GreaterThanEquals:
return (bA == bB || bA > bB); break;
case EOnlineComparisonOpRedux::LessThanEquals:
return (bA == bB || bA < bB); break;
case EOnlineComparisonOpRedux::GreaterThan:
return bA > bB; break;
case EOnlineComparisonOpRedux::LessThan:
return bA < bB; break;
default:
return false; break;
}
}
case EOnlineKeyValuePairDataType::Int32:
{
int32 bA, bB;
A.GetValue(bA);
B.GetValue(bB);
switch (Comparator)
{
case EOnlineComparisonOpRedux::Equals:
return bA == bB; break;
case EOnlineComparisonOpRedux::NotEquals:
return bA != bB; break;
case EOnlineComparisonOpRedux::GreaterThanEquals:
return (bA == bB || bA > bB); break;
case EOnlineComparisonOpRedux::LessThanEquals:
return (bA == bB || bA < bB); break;
case EOnlineComparisonOpRedux::GreaterThan:
return bA > bB; break;
case EOnlineComparisonOpRedux::LessThan:
return bA < bB; break;
default:
return false; break;
}
}
case EOnlineKeyValuePairDataType::Int64:
{
uint64 bA, bB;
A.GetValue(bA);
B.GetValue(bB);
switch (Comparator)
{
case EOnlineComparisonOpRedux::Equals:
return bA == bB; break;
case EOnlineComparisonOpRedux::NotEquals:
return bA != bB; break;
case EOnlineComparisonOpRedux::GreaterThanEquals:
return (bA == bB || bA > bB); break;
case EOnlineComparisonOpRedux::LessThanEquals:
return (bA == bB || bA < bB); break;
case EOnlineComparisonOpRedux::GreaterThan:
return bA > bB; break;
case EOnlineComparisonOpRedux::LessThan:
return bA < bB; break;
default:
return false; break;
}
}
case EOnlineKeyValuePairDataType::String:
{
FString bA, bB;
A.GetValue(bA);
B.GetValue(bB);
switch (Comparator)
{
case EOnlineComparisonOpRedux::Equals:
return bA == bB; break;
case EOnlineComparisonOpRedux::NotEquals:
return bA != bB; break;
default:
return false; break;
}
}
case EOnlineKeyValuePairDataType::Empty:
case EOnlineKeyValuePairDataType::Blob:
default:
return false; break;
}
}

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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);
}
}

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "OnlineSubSystemHeader.h"
#include "GetRecentPlayersCallbackProxy.h"
//////////////////////////////////////////////////////////////////////////
// UGetRecentPlayersCallbackProxy
DEFINE_LOG_CATEGORY(AdvancedGetRecentPlayersLog);
UGetRecentPlayersCallbackProxy::UGetRecentPlayersCallbackProxy(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, QueryRecentPlayersCompleteDelegate(FOnQueryRecentPlayersCompleteDelegate::CreateUObject(this, &ThisClass::OnQueryRecentPlayersCompleted))
{
}
UGetRecentPlayersCallbackProxy* UGetRecentPlayersCallbackProxy::GetAndStoreRecentPlayersList(UObject* WorldContextObject, const FBPUniqueNetId& UniqueNetId)
{
UGetRecentPlayersCallbackProxy* Proxy = NewObject<UGetRecentPlayersCallbackProxy>();
Proxy->cUniqueNetId = UniqueNetId;
Proxy->WorldContextObject = WorldContextObject;
return Proxy;
}
void UGetRecentPlayersCallbackProxy::Activate()
{
if (!cUniqueNetId.IsValid())
{
// Fail immediately
UE_LOG(AdvancedGetRecentPlayersLog, Warning, TEXT("GetRecentPlayers Failed received a bad UniqueNetId!"));
TArray<FBPOnlineRecentPlayer> EmptyArray;
OnFailure.Broadcast(EmptyArray);
return;
}
IOnlineFriendsPtr Friends = Online::GetFriendsInterface();
if (Friends.IsValid())
{
DelegateHandle = Friends->AddOnQueryRecentPlayersCompleteDelegate_Handle(QueryRecentPlayersCompleteDelegate);
// Testing with null namespace
Friends->QueryRecentPlayers(*(cUniqueNetId.GetUniqueNetId()), "");
return;
}
// Fail immediately
TArray<FBPOnlineRecentPlayer> EmptyArray;
OnFailure.Broadcast(EmptyArray);
}
void UGetRecentPlayersCallbackProxy::OnQueryRecentPlayersCompleted(const FUniqueNetId &UserID, const FString &Namespace, bool bWasSuccessful, const FString& ErrorString)
{
IOnlineFriendsPtr Friends = Online::GetFriendsInterface();
if (Friends.IsValid())
Friends->ClearOnQueryRecentPlayersCompleteDelegate_Handle(DelegateHandle);
if (bWasSuccessful)
{
// WHOOPS
//IOnlineFriendsPtr Friends = Online::GetFriendsInterface();
if (Friends.IsValid())
{
TArray<FBPOnlineRecentPlayer> PlayersListOut;
TArray< TSharedRef<FOnlineRecentPlayer> > PlayerList;
Friends->GetRecentPlayers(*(cUniqueNetId.GetUniqueNetId()), "", PlayerList);
for (int32 i = 0; i < PlayerList.Num(); i++)
{
TSharedRef<FOnlineRecentPlayer> Player = PlayerList[i];
FBPOnlineRecentPlayer BPF;
BPF.DisplayName = Player->GetDisplayName();
BPF.RealName = Player->GetRealName();
BPF.UniqueNetId.SetUniqueNetId(Player->GetUserId());
PlayersListOut.Add(BPF);
}
OnSuccess.Broadcast(PlayersListOut);
}
}
else
{
TArray<FBPOnlineRecentPlayer> EmptyArray;
OnFailure.Broadcast(EmptyArray);
}
}

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#pragma once
#include "Engine.h"
#include "Core.h"
#include "OnlineSessionInterface.h"
#include "OnlineSessionSettings.h"
#include "OnlineDelegateMacros.h"
#include "OnlineSubsystem.h"
#include "OnlineSubsystemImpl.h"
#include "OnlineSubsystemUtils.h"
#include "OnlineSubsystemUtilsModule.h"
#include "ModuleManager.h"
#include "OnlineSubsystemUtilsClasses.h"
#include "BlueprintDataDefinitions.h"

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "OnlineSubSystemHeader.h"
#include "SendFriendInviteCallbackProxy.h"
//////////////////////////////////////////////////////////////////////////
// UGetRecentPlayersCallbackProxy
DEFINE_LOG_CATEGORY(AdvancedSendFriendInviteLog);
USendFriendInviteCallbackProxy::USendFriendInviteCallbackProxy(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, OnSendInviteCompleteDelegate(FOnSendInviteComplete::CreateUObject(this, &ThisClass::OnSendInviteComplete))
{
}
USendFriendInviteCallbackProxy* USendFriendInviteCallbackProxy::SendFriendInvite(UObject* WorldContextObject, APlayerController *PlayerController, const FBPUniqueNetId &UniqueNetIDInvited)
{
USendFriendInviteCallbackProxy* Proxy = NewObject<USendFriendInviteCallbackProxy>();
Proxy->PlayerControllerWeakPtr = PlayerController;
Proxy->cUniqueNetId = UniqueNetIDInvited;
Proxy->WorldContextObject = WorldContextObject;
return Proxy;
}
void USendFriendInviteCallbackProxy::Activate()
{
if (!cUniqueNetId.IsValid())
{
// Fail immediately
UE_LOG(AdvancedSendFriendInviteLog, Warning, TEXT("SendFriendInvite Failed received a bad UniqueNetId!"));
OnFailure.Broadcast();
return;
}
if (!PlayerControllerWeakPtr.IsValid())
{
// Fail immediately
UE_LOG(AdvancedSendFriendInviteLog, Warning, TEXT("SendFriendInvite Failed received a bad playercontroller!"));
OnFailure.Broadcast();
return;
}
IOnlineFriendsPtr Friends = Online::GetFriendsInterface();
if (Friends.IsValid())
{
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
if (!Player)
{
// Fail immediately
UE_LOG(AdvancedSendFriendInviteLog, Warning, TEXT("SendFriendInvite Failed couldn't cast to ULocalPlayer!"));
OnFailure.Broadcast();
return;
}
Friends->SendInvite(Player->GetControllerId(), *cUniqueNetId.GetUniqueNetId(), EFriendsLists::ToString((EFriendsLists::Type::Default)), OnSendInviteCompleteDelegate);
return;
}
// Fail immediately
OnFailure.Broadcast();
}
void USendFriendInviteCallbackProxy::OnSendInviteComplete(int32 LocalPlayerNum, bool bWasSuccessful, const FUniqueNetId &InvitedPlayer, const FString &ListName, const FString &ErrorString)
{
if ( bWasSuccessful )
{
OnSuccess.Broadcast();
}
else
{
UE_LOG(AdvancedSendFriendInviteLog, Warning, TEXT("SendFriendInvite Failed with error: %s"), *ErrorString);
OnFailure.Broadcast();
}
}

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@@ -0,0 +1,120 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "OnlineSubSystemHeader.h"
#include "UpdateSessionCallbackProxyAdvanced.h"
//////////////////////////////////////////////////////////////////////////
// UUpdateSessionCallbackProxyAdvanced
UUpdateSessionCallbackProxyAdvanced::UUpdateSessionCallbackProxyAdvanced(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, OnUpdateSessionCompleteDelegate(FOnUpdateSessionCompleteDelegate::CreateUObject(this, &ThisClass::OnUpdateCompleted))
, NumPublicConnections(1)
{
}
UUpdateSessionCallbackProxyAdvanced* UUpdateSessionCallbackProxyAdvanced::UpdateSession(UObject* WorldContextObject, int32 PublicConnections, bool bUseLAN, bool bAllowInvites, bool bAllowJoinInProgress, const TArray<FSessionPropertyKeyPair> &ExtraSettings, bool bRefreshOnlineData, bool bIsDedicatedServer)
{
UUpdateSessionCallbackProxyAdvanced* Proxy = NewObject<UUpdateSessionCallbackProxyAdvanced>();
Proxy->NumPublicConnections = PublicConnections;
Proxy->bUseLAN = bUseLAN;
Proxy->WorldContextObject = WorldContextObject;
Proxy->bAllowInvites = bAllowInvites;
Proxy->ExtraSettings = ExtraSettings;
Proxy->bRefreshOnlineData = bRefreshOnlineData;
Proxy->bAllowJoinInProgress = bAllowJoinInProgress;
Proxy->bDedicatedServer = bIsDedicatedServer;
return Proxy;
}
void UUpdateSessionCallbackProxyAdvanced::Activate()
{
IOnlineSessionPtr Sessions = Online::GetSessionInterface();
if (Sessions.IsValid())
{
if (Sessions->GetNumSessions() < 1)
{
OnFailure.Broadcast();
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("NO REGISTERED SESSIONS!"));
return;
}
// This gets the actual session itself
//FNamedOnlineSession * curSession = Sessions->GetNamedSession(GameSessionName);
FOnlineSessionSettings* Settings = Sessions->GetSessionSettings(GameSessionName);
if (!Settings)
{
// Fail immediately
OnFailure.Broadcast();
return;
}
OnUpdateSessionCompleteDelegateHandle = Sessions->AddOnUpdateSessionCompleteDelegate_Handle(OnUpdateSessionCompleteDelegate);
// FOnlineSessionSettings Settings;
//Settings->BuildUniqueId = GetBuildUniqueId();
Settings->NumPublicConnections = NumPublicConnections;
//Settings->bShouldAdvertise = true;
Settings->bAllowJoinInProgress = bAllowJoinInProgress;
Settings->bIsLANMatch = bUseLAN;
//Settings->bUsesPresence = true;
//Settings->bAllowJoinViaPresence = true;
Settings->bAllowInvites = bAllowInvites;
Settings->bAllowJoinInProgress = bAllowJoinInProgress;
Settings->bIsDedicated = bDedicatedServer;
FOnlineSessionSetting * fSetting = NULL;
FOnlineSessionSetting ExtraSetting;
for (int i = 0; i < ExtraSettings.Num(); i++)
{
fSetting = Settings->Settings.Find(ExtraSettings[i].Key);
if (fSetting)
{
fSetting->Data = ExtraSettings[i].Data;
}
else
{
ExtraSetting.Data = ExtraSettings[i].Data;
ExtraSetting.AdvertisementType = EOnlineDataAdvertisementType::ViaOnlineService;
Settings->Settings.Add(ExtraSettings[i].Key, ExtraSetting);
}
}
Sessions->UpdateSession(GameSessionName, *Settings, bRefreshOnlineData);
// OnUpdateCompleted will get called, nothing more to do now
return;
}
else
{
FFrame::KismetExecutionMessage(TEXT("Sessions not supported by Online Subsystem"), ELogVerbosity::Warning);
}
// Fail immediately
OnFailure.Broadcast();
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Sessions not supported"));
}
void UUpdateSessionCallbackProxyAdvanced::OnUpdateCompleted(FName SessionName, bool bWasSuccessful)
{
IOnlineSessionPtr Sessions = Online::GetSessionInterface();
if (Sessions.IsValid())
{
Sessions->ClearOnUpdateSessionCompleteDelegate_Handle(OnUpdateSessionCompleteDelegateHandle);
if (bWasSuccessful)
{
OnSuccess.Broadcast();
return;
}
}
if (!bWasSuccessful)
{
OnFailure.Broadcast();
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("WAS NOT SUCCESSFUL"));
}
}