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
This commit is contained in:
mordentral
2017-03-02 15:19:04 -05:00
parent b68199b1aa
commit af9bed57e7
56 changed files with 345 additions and 250 deletions

View File

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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 FriendListToGet;
// The world context object in which this call is taking place
UObject* WorldContextObject;
};