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

@@ -0,0 +1,73 @@
// 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::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();
}
}