mirror of
https://github.com/mordentral/AdvancedSessionsPlugin.git
synced 2025-10-25 01:14:20 +00:00
Split plugin into two modules
One is for the general AdvancedSessions The second is for Steam specific implementations This makes it easier to package without steam included, as the default setup always packaged steam out on PC platforms. Unchecking the AdvancedSteamSessions plugin should allow for totally removing any steam reliance from the plugin. You would also have to remove steam specific nodes from your blueprints as well however as they will no longer exist. Former-commit-id: 0bf1fc80dff7be0cc2b9cebaf5affed4918cea49
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "OnlineSubSystemHeader.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "Online.h"
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#include "OnlineSubsystem.h"
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#include "OnlineFriendsInterface.h"
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#include "OnlineUserInterface.h"
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#include "OnlineMessageInterface.h"
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#include "OnlinePresenceInterface.h"
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#include "Engine/GameInstance.h"
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#include "OnlineSessionInterface.h"
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#include "OnlineSessionSettings.h"
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#include "UObjectIterator.h"
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#include "AdvancedFriendsInterface.h"
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#include "AdvancedFriendsGameInstance.generated.h"
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//General Advanced Sessions Log
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DECLARE_LOG_CATEGORY_EXTERN(AdvancedFriendsInterfaceLog, Log, All);
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UCLASS()
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class ADVANCEDSESSIONS_API UAdvancedFriendsGameInstance : public UGameInstance
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{
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GENERATED_BODY()
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public:
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UAdvancedFriendsGameInstance(const FObjectInitializer& ObjectInitializer);
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
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bool bCallFriendInterfaceEventsOnPlayerControllers;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
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bool bCallIdentityInterfaceEventsOnPlayerControllers;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
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bool bCallVoiceInterfaceEventsOnPlayerControllers;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedVoiceInterface)
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bool bEnableTalkingStatusDelegate;
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//virtual void PostLoad() override;
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virtual void Shutdown() override;
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virtual void Init() override;
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//*** Session invite received by local ***//
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FOnSessionInviteReceivedDelegate SessionInviteReceivedDelegate;
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FDelegateHandle SessionInviteReceivedDelegateHandle;
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//const FUniqueNetId& /*UserId*/, const FUniqueNetId& /*FromId*/, const FString& /*AppId*/, const FOnlineSessionSearchResult& /*InviteResult*/
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void OnSessionInviteReceivedMaster(const FUniqueNetId & PersonInvited, const FUniqueNetId & PersonInviting, const FString & AppId, const FOnlineSessionSearchResult& SessionToJoin);
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// After a session invite has been accepted by the local player this event is triggered, call JoinSession on the session result to join it
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UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
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void OnSessionInviteReceived(int32 LocalPlayerNum, FBPUniqueNetId PersonInviting, const FString& AppId, const FBlueprintSessionResult& SessionToJoin);
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//*** Session invite accepted by local ***//
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FOnSessionUserInviteAcceptedDelegate SessionInviteAcceptedDelegate;
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FDelegateHandle SessionInviteAcceptedDelegateHandle;
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void OnSessionInviteAcceptedMaster(const bool bWasSuccessful, int32 LocalPlayer, TSharedPtr<const FUniqueNetId> PersonInviting, const FOnlineSessionSearchResult& SessionToJoin);
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// After a session invite has been accepted by the local player this event is triggered, call JoinSession on the session result to join it
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UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
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void OnSessionInviteAccepted(int32 LocalPlayerNum, FBPUniqueNetId PersonInviting, const FBlueprintSessionResult& SessionToJoin);
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// After a voice status has changed this event is triggered if the bEnableTalkingStatusDelegate property is true
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UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedVoice")
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void OnPlayerTalkingStateChanged(FBPUniqueNetId PlayerId, bool bIsTalking);
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void OnPlayerTalkingStateChangedMaster(TSharedRef<const FUniqueNetId> PlayerId, bool bIsTalking);
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FOnPlayerTalkingStateChangedDelegate PlayerTalkingStateChangedDelegate;
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FDelegateHandle PlayerTalkingStateChangedDelegateHandle;
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// Called when the designated LocalUser has changed login state
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UFUNCTION(BlueprintImplementableEvent , Category = "AdvancedIdentity", meta = (DisplayName = "OnPlayerLoginChanged"))
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void OnPlayerLoginChanged(int32 PlayerNum);
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void OnPlayerLoginChangedMaster(int32 PlayerNum);
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FOnLoginChangedDelegate PlayerLoginChangedDelegate;
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FDelegateHandle PlayerLoginChangedDelegateHandle;
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// Called when the designated LocalUser has changed login status
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UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedIdentity", meta = (DisplayName = "OnPlayerLoginStatusChanged"))
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void OnPlayerLoginStatusChanged(int32 PlayerNum, EBPLoginStatus &PreviousStatus, EBPLoginStatus &NewStatus, FBPUniqueNetId & NewPlayerUniqueNetID);
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void OnPlayerLoginStatusChangedMaster(int32 PlayerNum, ELoginStatus::Type PreviousStatus, ELoginStatus::Type NewStatus, const FUniqueNetId & NewPlayerUniqueNetID);
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FOnLoginStatusChangedDelegate PlayerLoginStatusChangedDelegate;
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FDelegateHandle PlayerLoginStatusChangedDelegateHandle;
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//*** Session Invite Received From Friend ***//
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// REMOVED BECAUSE IT NEVER GETS CALLED
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/*FOnSessionInviteReceivedDelegate SessionInviteReceivedDelegate;
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FDelegateHandle SessionInviteReceivedDelegateHandle;
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void OnSessionInviteReceivedMaster(const FUniqueNetId &InvitedPlayer, const FUniqueNetId &FriendInviting, const FOnlineSessionSearchResult& Session);
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// After a session invite has been sent from a friend this event is triggered, call JoinSession on the session result to join it
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UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
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void OnSessionInviteReceived(const FBPUniqueNetId &InvitedPlayer, const FBPUniqueNetId &FriendInviting, const FBlueprintSessionResult &Session);
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*/
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//*** Friend Invite Accepted ***//
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/*FOnInviteAcceptedDelegate FriendInviteAcceptedDelegate;
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FDelegateHandle FriendInviteAcceptedDelegateHandle;
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void OnFriendInviteAcceptedDelegateMaster(const FUniqueNetId& LocalPlayer, const FUniqueNetId &PlayerInvited);
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// After a session invite has been accepted by a friend this event is triggered
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UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
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void OnFriendInviteAccepted(const FBPUniqueNetId &InvitedPlayer, const FBPUniqueNetId &PlayerInvited);
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*/
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//*** Friend Invite Rejected ***//
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/*FOnInviteRejectedDelegate SessionInviteRejectedByFriendDelegate;
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FDelegateHandle InviteRejectedByFriendDelegateHandle;
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void OnFriendInviteRejectedDelegateMaster(const FUniqueNetId& LocalPlayer, const FUniqueNetId &PlayerDeclined);
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// After a friend invite has been rejected this event is triggered
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UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
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void OnFriendInviteRejected(const FBPUniqueNetId &InvitedPlayer, const FBPUniqueNetId &PlayerDeclined);
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*/
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//*** Removed By Friend ***//
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/*FOnFriendRemovedDelegate RemovedByFriendDelegate;
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FDelegateHandle RemovedByFriendDelegateHandle;
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void OnRemovedByFriendDelegateMaster(const FUniqueNetId& LocalPlayer, const FUniqueNetId &FriendRemoved);
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// After a friend removed the player this event is triggered
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UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
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void OnRemovedByFriend(const FBPUniqueNetId &InvitedPlayer, const FBPUniqueNetId &FriendRemoved);*/
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};
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