mirror of
https://github.com/mordentral/AdvancedSessionsPlugin.git
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adding in pull request manually
https://github.com/mordentral/AdvancedSessionsPlugin/pull/32 manually merging due to changes since creation
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@@ -27,19 +27,20 @@ class UCreateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
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* @param bUseLobbiesIfAvailable Used to flag the subsystem to use a lobby api instead of general hosting if the API supports it, generally true on steam for listen servers and false for dedicated
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* @param bUseLobbiesIfAvailable Used to flag the subsystem to use a lobby api instead of general hosting if the API supports it, generally true on steam for listen servers and false for dedicated
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* @param bShouldAdvertise Set to true when the OnlineSubsystem should list your server when someone is searching for servers. Otherwise the server is hidden and only join via invite is possible.
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* @param bShouldAdvertise Set to true when the OnlineSubsystem should list your server when someone is searching for servers. Otherwise the server is hidden and only join via invite is possible.
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* @param bUseLobbiesVoiceChatIfAvailable Set to true to setup voice chat lobbies if the API supports it
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* @param bUseLobbiesVoiceChatIfAvailable Set to true to setup voice chat lobbies if the API supports it
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* @param bStartAfterCreate Set to true to start the session after it's created. If false you need to manually call StartSession when ready.
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*/
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*/
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UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject",AutoCreateRefTerm="ExtraSettings"), Category = "Online|AdvancedSessions")
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UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject",AutoCreateRefTerm="ExtraSettings"), Category = "Online|AdvancedSessions")
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static UCreateSessionCallbackProxyAdvanced* CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, class APlayerController* PlayerController = NULL, int32 PublicConnections = 100, int32 PrivateConnections = 0, bool bUseLAN = false, bool bAllowInvites = true, bool bIsDedicatedServer = false, bool bUsePresence = true, bool bUseLobbiesIfAvailable = true, bool bAllowJoinViaPresence = true, bool bAllowJoinViaPresenceFriendsOnly = false, bool bAntiCheatProtected = false, bool bUsesStats = false, bool bShouldAdvertise = true, bool bUseLobbiesVoiceChatIfAvailable = false);
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static UCreateSessionCallbackProxyAdvanced* CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair>& ExtraSettings, class APlayerController* PlayerController = NULL, int32 PublicConnections = 100, int32 PrivateConnections = 0, bool bUseLAN = false, bool bAllowInvites = true, bool bIsDedicatedServer = false, bool bUsePresence = true, bool bUseLobbiesIfAvailable = true, bool bAllowJoinViaPresence = true, bool bAllowJoinViaPresenceFriendsOnly = false, bool bAntiCheatProtected = false, bool bUsesStats = false, bool bShouldAdvertise = true, bool bUseLobbiesVoiceChatIfAvailable = false, bool bStartAfterCreate = true);
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// UOnlineBlueprintCallProxyBase interface
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// UOnlineBlueprintCallProxyBase interface
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virtual void Activate() override;
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virtual void Activate() override;
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// End of UOnlineBlueprintCallProxyBase interface
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// End of UOnlineBlueprintCallProxyBase interface
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private:
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private:
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// Internal callback when session creation completes, calls StartSession
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// Internal callback when session creation completes, optionally calls StartSession
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void OnCreateCompleted(FName SessionName, bool bWasSuccessful);
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void OnCreateCompleted(FName SessionName, bool bWasSuccessful);
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// Internal callback when session creation completes, calls StartSession
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// Internal callback when session start completes
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void OnStartCompleted(FName SessionName, bool bWasSuccessful);
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void OnStartCompleted(FName SessionName, bool bWasSuccessful);
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// The player controller triggering things
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// The player controller triggering things
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@@ -94,6 +95,9 @@ private:
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// Whether to prefer the use of voice chat lobbies if the api supports them
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// Whether to prefer the use of voice chat lobbies if the api supports them
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bool bUseLobbiesVoiceChatIfAvailable;
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bool bUseLobbiesVoiceChatIfAvailable;
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// Whether to start the session automatically after it is created
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bool bStartAfterCreate;
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// Store extra settings
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// Store extra settings
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TArray<FSessionPropertyKeyPair> ExtraSettings;
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TArray<FSessionPropertyKeyPair> ExtraSettings;
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@@ -0,0 +1,46 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "BlueprintDataDefinitions.h"
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#include "StartSessionCallbackProxyAdvanced.generated.h"
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UCLASS(MinimalAPI)
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class UStartSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
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{
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GENERATED_UCLASS_BODY()
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// Called when the session starts successfully
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UPROPERTY(BlueprintAssignable)
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FEmptyOnlineDelegate OnSuccess;
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// Called when there is an error starting the session
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UPROPERTY(BlueprintAssignable)
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FEmptyOnlineDelegate OnFailure;
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/**
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* Starts a session with the default online subsystem. The session needs to be previously created by calling the "CreateAdvancedSession" node.
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* @param WorldContextObject
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*/
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UFUNCTION(
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BlueprintCallable
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, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject")
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, Category = "Online|AdvancedSessions"
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)
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static UStartSessionCallbackProxyAdvanced* StartAdvancedSession(const UObject* WorldContextObject);
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// UOnlineBlueprintCallProxyBase interface
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virtual void Activate() override;
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// End of UOnlineBlueprintCallProxyBase interface
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private:
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// Internal callback when session start completes
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void OnStartCompleted(FName SessionName, bool bWasSuccessful);
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// The delegate executed by the online subsystem
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FOnStartSessionCompleteDelegate StartCompleteDelegate;
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// Handles to the registered delegates above
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FDelegateHandle StartCompleteDelegateHandle;
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// The world context object in which this call is taking place
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const UObject* WorldContextObject;
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};
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@@ -13,7 +13,7 @@ UCreateSessionCallbackProxyAdvanced::UCreateSessionCallbackProxyAdvanced(const F
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{
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{
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}
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}
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UCreateSessionCallbackProxyAdvanced* UCreateSessionCallbackProxyAdvanced::CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, class APlayerController* PlayerController, int32 PublicConnections, int32 PrivateConnections, bool bUseLAN, bool bAllowInvites, bool bIsDedicatedServer, bool bUsePresence, bool bUseLobbiesIfAvailable, bool bAllowJoinViaPresence, bool bAllowJoinViaPresenceFriendsOnly, bool bAntiCheatProtected, bool bUsesStats, bool bShouldAdvertise, bool bUseLobbiesVoiceChatIfAvailable)
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UCreateSessionCallbackProxyAdvanced* UCreateSessionCallbackProxyAdvanced::CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair>& ExtraSettings, class APlayerController* PlayerController, int32 PublicConnections, int32 PrivateConnections, bool bUseLAN, bool bAllowInvites, bool bIsDedicatedServer, bool bUsePresence, bool bUseLobbiesIfAvailable, bool bAllowJoinViaPresence, bool bAllowJoinViaPresenceFriendsOnly, bool bAntiCheatProtected, bool bUsesStats, bool bShouldAdvertise, bool bUseLobbiesVoiceChatIfAvailable, bool bStartAfterCreate)
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{
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{
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UCreateSessionCallbackProxyAdvanced* Proxy = NewObject<UCreateSessionCallbackProxyAdvanced>();
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UCreateSessionCallbackProxyAdvanced* Proxy = NewObject<UCreateSessionCallbackProxyAdvanced>();
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Proxy->PlayerControllerWeakPtr = PlayerController;
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Proxy->PlayerControllerWeakPtr = PlayerController;
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@@ -32,6 +32,7 @@ UCreateSessionCallbackProxyAdvanced* UCreateSessionCallbackProxyAdvanced::Create
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Proxy->bUsesStats = bUsesStats;
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Proxy->bUsesStats = bUsesStats;
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Proxy->bShouldAdvertise = bShouldAdvertise;
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Proxy->bShouldAdvertise = bShouldAdvertise;
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Proxy->bUseLobbiesVoiceChatIfAvailable = bUseLobbiesVoiceChatIfAvailable;
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Proxy->bUseLobbiesVoiceChatIfAvailable = bUseLobbiesVoiceChatIfAvailable;
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Proxy->bStartAfterCreate = bStartAfterCreate;
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return Proxy;
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return Proxy;
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}
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}
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@@ -133,8 +134,17 @@ void UCreateSessionCallbackProxyAdvanced::OnCreateCompleted(FName SessionName, b
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if (bWasSuccessful)
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if (bWasSuccessful)
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{
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{
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if (this->bStartAfterCreate)
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{
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UE_LOG_ONLINE_SESSION(Display, TEXT("Session creation completed. Automatic start is turned on, starting session now."));
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StartCompleteDelegateHandle = Sessions->AddOnStartSessionCompleteDelegate_Handle(StartCompleteDelegate);
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StartCompleteDelegateHandle = Sessions->AddOnStartSessionCompleteDelegate_Handle(StartCompleteDelegate);
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Sessions->StartSession(NAME_GameSession);
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Sessions->StartSession(NAME_GameSession); // We'll call `OnSuccess.Broadcast()` when start succeeds.
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}
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else
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{
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UE_LOG_ONLINE_SESSION(Display, TEXT("Session creation completed. Automatic start is turned off, to start the session call 'StartSession'."));
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OnSuccess.Broadcast();
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}
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// OnStartCompleted will get called, nothing more to do now
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// OnStartCompleted will get called, nothing more to do now
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return;
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return;
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@@ -0,0 +1,62 @@
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#include "StartSessionCallbackProxyAdvanced.h"
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UStartSessionCallbackProxyAdvanced::UStartSessionCallbackProxyAdvanced(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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, StartCompleteDelegate(FOnStartSessionCompleteDelegate::CreateUObject(this, &ThisClass::OnStartCompleted))
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{
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}
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UStartSessionCallbackProxyAdvanced* UStartSessionCallbackProxyAdvanced::StartAdvancedSession(
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const UObject* WorldContextObject)
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{
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UStartSessionCallbackProxyAdvanced* Proxy = NewObject<UStartSessionCallbackProxyAdvanced>();
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Proxy->WorldContextObject = WorldContextObject;
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return Proxy;
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}
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void UStartSessionCallbackProxyAdvanced::Activate()
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{
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const FOnlineSubsystemBPCallHelperAdvanced Helper(
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TEXT("StartSession"),
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GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull));
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if (Helper.OnlineSub != nullptr)
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{
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const auto Sessions = Helper.OnlineSub->GetSessionInterface();
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if (Sessions.IsValid())
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{
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StartCompleteDelegateHandle = Sessions->AddOnStartSessionCompleteDelegate_Handle(StartCompleteDelegate);
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Sessions->StartSession(NAME_GameSession);
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return;
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}
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FFrame::KismetExecutionMessage(TEXT("Sessions not supported by Online Subsystem"), ELogVerbosity::Warning);
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}
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// Fail immediately
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OnFailure.Broadcast();
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}
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void UStartSessionCallbackProxyAdvanced::OnStartCompleted(FName SessionName, bool bWasSuccessful)
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{
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const FOnlineSubsystemBPCallHelperAdvanced Helper(
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TEXT("StartSessionCallback"),
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GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull));
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if (Helper.OnlineSub != nullptr)
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{
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const auto Sessions = Helper.OnlineSub->GetSessionInterface();
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if (Sessions.IsValid())
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{
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Sessions->ClearOnStartSessionCompleteDelegate_Handle(StartCompleteDelegateHandle);
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}
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}
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if (bWasSuccessful)
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{
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OnSuccess.Broadcast();
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}
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else
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{
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OnFailure.Broadcast();
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}
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}
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