mirror of
https://github.com/mordentral/AdvancedSessionsPlugin.git
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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 "OnlineIdentityInterface.h"
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#include "OnlineUserInterface.h"
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#include "OnlinePresenceInterface.h"
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#include "Engine/GameInstance.h"
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#include "UObjectIterator.h"
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#include "AdvancedIdentityLibrary.generated.h"
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//General Advanced Sessions Log
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DECLARE_LOG_CATEGORY_EXTERN(AdvancedIdentityLog, Log, All);
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UCLASS()
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class UAdvancedIdentityLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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//********* Identity Functions *************//
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// Get the login status of a local player
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity", meta = (ExpandEnumAsExecs = "Result"))
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static void GetLoginStatus(const FBPUniqueNetId & UniqueNetID, EBPLoginStatus & LoginStatus, EBlueprintResultSwitch &Result);
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// Get the auth token for a local player
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity", meta = (ExpandEnumAsExecs = "Result"))
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static void GetPlayerAuthToken(APlayerController * PlayerController, FString & AuthToken, EBlueprintResultSwitch &Result);
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// Get a players nickname
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UFUNCTION(BlueprintPure, Category = "Online|AdvancedIdentity")
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static void GetPlayerNickname(const FBPUniqueNetId & UniqueNetID, FString & PlayerNickname);
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//********* User Account Functions *************//
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// Get a users account
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity|UserAccount", meta = (ExpandEnumAsExecs = "Result"))
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static void GetUserAccount(const FBPUniqueNetId & UniqueNetId, FBPUserOnlineAccount & AccountInfo, EBlueprintResultSwitch &Result);
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// Get all known users accounts
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity|UserAccount", meta = (ExpandEnumAsExecs = "Result"))
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static void GetAllUserAccounts(TArray<FBPUserOnlineAccount> & AccountInfos, EBlueprintResultSwitch &Result);
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// Get a user account access token
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UFUNCTION(BlueprintPure, Category = "Online|AdvancedIdentity|UserAccount")
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static void GetUserAccountAccessToken(const FBPUserOnlineAccount & AccountInfo, FString & AccessToken);
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// Get a user account Auth attribute (depends on subsystem)
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity|UserAccount", meta = (ExpandEnumAsExecs = "Result"))
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static void GetUserAccountAuthAttribute(const FBPUserOnlineAccount & AccountInfo, const FString & AttributeName, FString & AuthAttribute, EBlueprintResultSwitch &Result);
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// Set a user account attribute (depends on subsystem)
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity|UserAccount", meta = (ExpandEnumAsExecs = "Result"))
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static void SetUserAccountAttribute(const FBPUserOnlineAccount & AccountInfo, const FString & AttributeName, const FString & NewAttributeValue, EBlueprintResultSwitch &Result);
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// Get user ID
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UFUNCTION(BlueprintPure, Category = "Online|AdvancedIdentity|UserAccount")
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static void GetUserID(const FBPUserOnlineAccount & AccountInfo, FBPUniqueNetId & UniqueNetID);
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// Get user accounts real name if possible
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UFUNCTION(BlueprintPure, Category = "Online|AdvancedIdentity|UserAccount")
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static void GetUserAccountRealName(const FBPUserOnlineAccount & AccountInfo, FString & UserName);
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// Get user account display name if possible
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UFUNCTION(BlueprintPure, Category = "Online|AdvancedIdentity|UserAccount")
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static void GetUserAccountDisplayName(const FBPUserOnlineAccount & AccountInfo, FString & DisplayName);
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// Get user account attribute (depends on subsystem)
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity|UserAccount", meta = (ExpandEnumAsExecs = "Result"))
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static void GetUserAccountAttribute(const FBPUserOnlineAccount & AccountInfo, const FString & AttributeName, FString & AttributeValue, EBlueprintResultSwitch &Result);
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};
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