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https://github.com/mordentral/AdvancedSessionsPlugin.git
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Ban/Kick Player
Adds BP nodes to the library to kick / ban player Since built in game sessions does not actually implement ban player, I also provide a very basic naive implementation with a custom game session that bans for the duration of the session. A real implementation would save out the net id and also perform the check in the game mode before spooling up a player for login.
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@@ -0,0 +1,70 @@
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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 "CoreMinimal.h"
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#include "Engine/Engine.h"
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#include "Online.h"
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#include "OnlineSubsystem.h"
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#include "Engine/GameInstance.h"
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#include "GameFramework/GameModeBase.h"
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#include "GameFramework/GameSession.h"
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//#include "UObjectIterator.h"
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#include "AdvancedGameSession.generated.h"
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/**
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A quick wrapper around the game session to add a partial ban implementation. Just bans for the duration of the current session
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*/
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UCLASS(config = Game, notplaceable)
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class AAdvancedGameSession : public AGameSession
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{
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GENERATED_UCLASS_BODY()
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public:
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UPROPERTY(Transient)
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TMap<FUniqueNetIdRepl, FText> BanList;
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virtual bool BanPlayer(class APlayerController* BannedPlayer, const FText& BanReason)
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{
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if (APlayerState* PlayerState = (BannedPlayer != NULL) ? BannedPlayer->PlayerState : NULL)
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{
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FUniqueNetIdRepl UniqueNetID = PlayerState->GetUniqueId();
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bool bWasKicked = KickPlayer(BannedPlayer, BanReason);
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if (bWasKicked)
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{
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BanList.Add(UniqueNetID, BanReason);
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}
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return bWasKicked;
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}
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return false;
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}
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// This should really be handled in the game mode asking game session, but I didn't want to force a custom game session AND game mode
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// If done in the game mode, we could check prior to actually spooling up any player information in ApproveLogin
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virtual void PostLogin(APlayerController* NewPlayer) override
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{
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if (APlayerState* PlayerState = (NewPlayer != NULL) ? NewPlayer->PlayerState : NULL)
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{
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FUniqueNetIdRepl UniqueNetID = PlayerState->GetUniqueId();
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if (BanList.Contains(UniqueNetID))
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{
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KickPlayer(NewPlayer, BanList[UniqueNetID]);
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}
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}
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}
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};
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AAdvancedGameSession::AAdvancedGameSession(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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@@ -14,6 +14,9 @@
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#include "Engine/GameInstance.h"
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#include "Interfaces/OnlineSessionInterface.h"
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#include "GameFramework/GameModeBase.h"
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#include "GameFramework/GameSession.h"
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//#include "UObjectIterator.h"
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#include "AdvancedSessionsLibrary.generated.h"
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@@ -28,6 +31,17 @@ class UAdvancedSessionsLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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//********* Session Admin Functions *************//
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// Kick a player from the currently active game session, only available on the server
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions", meta = (WorldContext = "WorldContextObject"))
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static bool KickPlayer(UObject* WorldContextObject, APlayerController* PlayerToKick, FText KickReason);
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// Ban a player from the currently active game session, only available on the server
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// Note that the default gamesession class does not implement an actual ban list and just kicks when this is called
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions", meta = (WorldContext = "WorldContextObject"))
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static bool BanPlayer(UObject* WorldContextObject, APlayerController* PlayerToBan, FText BanReason);
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//********* Session Search Functions *************//
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// Adds or modifies session settings in an existing array depending on if they exist already or not
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@@ -6,6 +6,43 @@
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//General Log
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DEFINE_LOG_CATEGORY(AdvancedSessionsLog);
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bool UAdvancedSessionsLibrary::KickPlayer(UObject* WorldContextObject, APlayerController* PlayerToKick, FText KickReason)
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{
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UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
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if (World)
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{
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if (AGameModeBase* GameMode = World->GetAuthGameMode())
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{
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if (GameMode->GameSession)
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{
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return GameMode->GameSession->KickPlayer(PlayerToKick, KickReason);
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}
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}
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}
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return false;
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}
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bool UAdvancedSessionsLibrary::BanPlayer(UObject* WorldContextObject, APlayerController* PlayerToBan, FText BanReason)
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{
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UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
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if (World)
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{
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if (AGameModeBase* GameMode = World->GetAuthGameMode())
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{
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if (GameMode->GameSession)
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{
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return GameMode->GameSession->BanPlayer(PlayerToBan, BanReason);
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}
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}
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}
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return false;
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}
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bool UAdvancedSessionsLibrary::IsValidSession(const FBlueprintSessionResult & SessionResult)
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{
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return SessionResult.OnlineResult.IsValid();
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