Added extra execution outputs to "Get Steam Avatar" node

Added in CriErrUA's pull request for equivilant nodes for uniquenetids and then optimized it.


Former-commit-id: 224fcd8a032efaa49f4288837ab1173823cb51f4
This commit is contained in:
mordentral
2017-01-30 10:03:40 -05:00
parent 8da33b1d8d
commit db2ab652b4
16 changed files with 25 additions and 39 deletions

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@@ -62,8 +62,8 @@ public:
static void IsAFriend(APlayerController *PlayerController, const FBPUniqueNetId UniqueNetId, bool &IsFriend);
// Get a texture of a valid friends avatar, STEAM ONLY, Returns invalid texture if the subsystem hasn't loaded that size of avatar yet
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
static UTexture2D * GetSteamFriendAvatar(const FBPUniqueNetId UniqueNetId, SteamAvatarSize AvatarSize = SteamAvatarSize::SteamAvatar_Medium);
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI", meta = (ExpandEnumAsExecs = "Result"))
static UTexture2D * GetSteamFriendAvatar(const FBPUniqueNetId UniqueNetId, EBlueprintAsyncResultSwitch &Result, SteamAvatarSize AvatarSize = SteamAvatarSize::SteamAvatar_Medium);
// Preloads the avatar and name of a steam friend, return whether it is already available or not, STEAM ONLY, Takes time to actually load everything after this is called.
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")

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@@ -82,6 +82,19 @@ enum class EBlueprintResultSwitch : uint8
OnFailure
};
// This makes a lot of the blueprint functions cleaner
UENUM()
enum class EBlueprintAsyncResultSwitch : uint8
{
// On Success
OnSuccess,
// Still loading
AsyncLoading,
// On Failure
OnFailure
};
// This is to define server type searches
UENUM(BlueprintType)
enum class EBPServerPresenceSearchType : uint8

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@@ -76,12 +76,13 @@ bool UAdvancedFriendsLibrary::RequestSteamFriendInfo(const FBPUniqueNetId Unique
return false;
}
UTexture2D * UAdvancedFriendsLibrary::GetSteamFriendAvatar(const FBPUniqueNetId UniqueNetId, SteamAvatarSize AvatarSize)
UTexture2D * UAdvancedFriendsLibrary::GetSteamFriendAvatar(const FBPUniqueNetId UniqueNetId, EBlueprintAsyncResultSwitch &Result, SteamAvatarSize AvatarSize)
{
#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid())
{
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetSteamFriendAvatar Had a bad UniqueNetId!"));
Result = EBlueprintAsyncResultSwitch::OnFailure;
return nullptr;
}
@@ -106,7 +107,10 @@ UTexture2D * UAdvancedFriendsLibrary::GetSteamFriendAvatar(const FBPUniqueNetId
}
if (Picture == -1)
{
Result = EBlueprintAsyncResultSwitch::AsyncLoading;
return NULL;
}
SteamUtils()->GetImageSize(Picture, &Width, &Height);
@@ -150,6 +154,7 @@ UTexture2D * UAdvancedFriendsLibrary::GetSteamFriendAvatar(const FBPUniqueNetId
Avatar->UpdateResource();
Result = EBlueprintAsyncResultSwitch::OnSuccess;
return Avatar;
}
else
@@ -157,11 +162,13 @@ UTexture2D * UAdvancedFriendsLibrary::GetSteamFriendAvatar(const FBPUniqueNetId
UE_LOG(AdvancedFriendsLog, Warning, TEXT("Bad Height / Width with steam avatar!"));
}
Result = EBlueprintAsyncResultSwitch::OnFailure;
return nullptr;
}
#endif
UE_LOG(AdvancedFriendsLog, Warning, TEXT("STEAM Couldn't be verified as initialized"));
Result = EBlueprintAsyncResultSwitch::OnFailure;
return nullptr;
}

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@@ -361,26 +361,16 @@ void UAdvancedSessionsLibrary::GetUniqueNetIDFromPlayerState(APlayerState *Playe
return;
}
bool UAdvancedSessionsLibrary::IsValidUniqueNetID(const FBPUniqueNetId &UniqueNetId)
{
return UniqueNetId.IsValid();
}
bool UAdvancedSessionsLibrary::EqualEqual_UNetIDUnetID(const FBPUniqueNetId &A, const FBPUniqueNetId &B)
{
if (A.IsValid() && B.IsValid())
{
return (A.GetUniqueNetId()->GetSize() == B.GetUniqueNetId()->GetSize()) &&
(FMemory::Memcmp(A.GetUniqueNetId()->GetBytes(), B.GetUniqueNetId()->GetBytes(), A.GetUniqueNetId()->GetSize()) == 0);
}
else
{
return false;
}
{
return ((A.IsValid() && B.IsValid()) && (*A.GetUniqueNetId() == *B.GetUniqueNetId()));
}
void UAdvancedSessionsLibrary::SetPlayerName(APlayerController *PlayerController, FString PlayerName)
{
if (!PlayerController)