mirror of
https://github.com/mordentral/AdvancedSessionsPlugin.git
synced 2025-10-23 00:14:24 +00:00
@@ -0,0 +1,55 @@
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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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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 "Interfaces/OnlineIdentityInterface.h"
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#include "Engine/LocalPlayer.h"
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#include "AutoLoginUserCallbackProxy.generated.h"
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UCLASS(MinimalAPI)
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class UAutoLoginUserCallbackProxy : public UOnlineBlueprintCallProxyBase
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{
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GENERATED_UCLASS_BODY()
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// Called when there is a successful destroy
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UPROPERTY(BlueprintAssignable)
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FEmptyOnlineDelegate OnSuccess;
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// Called when there is an unsuccessful destroy
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UPROPERTY(BlueprintAssignable)
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FEmptyOnlineDelegate OnFailure;
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/**
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* Logs the player into the online service using parameters passed on the
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* command line. Expects -AUTH_LOGIN=<UserName> -AUTH_PASSWORD=<password>. If either
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* are missing, the function returns false and doesn't start the login
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* process
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*
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* @param LocalUserNum the controller number of the associated user
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*
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*/
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UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedIdentity")
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static UAutoLoginUserCallbackProxy* AutoLoginUser(UObject* WorldContextObject, int32 LocalUserNum);
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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 the operation completes, calls out to the public success/failure callbacks
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void OnCompleted(int32 LocalUserNum, bool bWasSuccessful, const FUniqueNetId& UserId, const FString& ErrorVal);
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private:
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// The controller number of the associated user
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int32 LocalUserNumber;
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// The delegate executed by the online subsystem
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FOnLoginCompleteDelegate Delegate;
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// Handle to the registered OnDestroySessionComplete delegate
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FDelegateHandle DelegateHandle;
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// The world context object in which this call is taking place
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UObject* WorldContextObject;
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};
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@@ -1,24 +1,24 @@
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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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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 "BlueprintDataDefinitions.h"
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#include "CreateSessionCallbackProxyAdvanced.generated.h"
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UCLASS(MinimalAPI)
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class UCreateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
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{
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GENERATED_UCLASS_BODY()
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// Called when the session was created successfully
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UPROPERTY(BlueprintAssignable)
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FEmptyOnlineDelegate OnSuccess;
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// Called when there was an error creating the session
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UPROPERTY(BlueprintAssignable)
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FEmptyOnlineDelegate OnFailure;
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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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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 "BlueprintDataDefinitions.h"
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#include "CreateSessionCallbackProxyAdvanced.generated.h"
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UCLASS(MinimalAPI)
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class UCreateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
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{
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GENERATED_UCLASS_BODY()
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// Called when the session was created successfully
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UPROPERTY(BlueprintAssignable)
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FEmptyOnlineDelegate OnSuccess;
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// Called when there was an error creating the session
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UPROPERTY(BlueprintAssignable)
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FEmptyOnlineDelegate OnFailure;
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/**
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* Creates a session with the default online subsystem with advanced optional inputs, for dedicated servers leave UsePresence as false and set IsDedicatedServer to true. Dedicated servers don't use presence.
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* @param PublicConnections When doing a 'listen' server, this must be >=2 (ListenServer itself counts as a connection)
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@@ -26,74 +26,78 @@ class UCreateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
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* @param bUsePresence Must be true for a 'listen' server (Map must be loaded with option 'listen'), false for a 'dedicated' server.
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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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*/
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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);
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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 creation completes, calls StartSession
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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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void OnStartCompleted(FName SessionName, bool bWasSuccessful);
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// The player controller triggering things
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TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
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// The delegate executed by the online subsystem
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FOnCreateSessionCompleteDelegate CreateCompleteDelegate;
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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 CreateCompleteDelegateHandle;
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FDelegateHandle StartCompleteDelegateHandle;
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// Number of public connections
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int NumPublicConnections;
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// Number of private connections
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int NumPrivateConnections;
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// Whether or not to search LAN
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bool bUseLAN;
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// Whether or not to allow invites
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bool bAllowInvites;
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// Whether this is a dedicated server or not
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bool bDedicatedServer;
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// Whether to use the presence option
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bool bUsePresence;
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// Whether to prefer the use of lobbies for hosting if the api supports them
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bool bUseLobbiesIfAvailable;
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// Whether to allow joining via presence
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bool bAllowJoinViaPresence;
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// Allow joining via presence for friends only
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bool bAllowJoinViaPresenceFriendsOnly;
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// Delcare the server to be anti cheat protected
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bool bAntiCheatProtected;
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// Record Stats
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bool bUsesStats;
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// Should advertise server?
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bool bShouldAdvertise;
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// Store extra settings
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TArray<FSessionPropertyKeyPair> ExtraSettings;
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// The world context object in which this call is taking place
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UObject* WorldContextObject;
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};
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* @param bUseLobbiesVoiceChatIfAvailable Set to true to setup voice chat lobbies if the API supports it
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*/
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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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// 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 creation completes, calls StartSession
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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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void OnStartCompleted(FName SessionName, bool bWasSuccessful);
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// The player controller triggering things
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TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
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// The delegate executed by the online subsystem
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FOnCreateSessionCompleteDelegate CreateCompleteDelegate;
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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 CreateCompleteDelegateHandle;
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FDelegateHandle StartCompleteDelegateHandle;
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// Number of public connections
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int NumPublicConnections;
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// Number of private connections
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int NumPrivateConnections;
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// Whether or not to search LAN
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bool bUseLAN;
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// Whether or not to allow invites
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bool bAllowInvites;
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// Whether this is a dedicated server or not
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bool bDedicatedServer;
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// Whether to use the presence option
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bool bUsePresence;
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// Whether to prefer the use of lobbies for hosting if the api supports them
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bool bUseLobbiesIfAvailable;
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// Whether to allow joining via presence
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bool bAllowJoinViaPresence;
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// Allow joining via presence for friends only
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bool bAllowJoinViaPresenceFriendsOnly;
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// Delcare the server to be anti cheat protected
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bool bAntiCheatProtected;
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// Record Stats
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bool bUsesStats;
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// Should advertise server?
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bool bShouldAdvertise;
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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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// Store extra settings
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TArray<FSessionPropertyKeyPair> ExtraSettings;
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// The world context object in which this call is taking place
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UObject* WorldContextObject;
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};
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@@ -21,8 +21,8 @@ class ULoginUserCallbackProxy : public UOnlineBlueprintCallProxyBase
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FEmptyOnlineDelegate OnFailure;
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// Logs into the identity interface
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UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedIdentity")
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static ULoginUserCallbackProxy* LoginUser(UObject* WorldContextObject, class APlayerController* PlayerController, FString UserID, FString UserToken);
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UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject", AdvancedDisplay = "Type"), Category = "Online|AdvancedIdentity")
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static ULoginUserCallbackProxy* LoginUser(UObject* WorldContextObject, class APlayerController* PlayerController, FString UserID, FString UserToken, FString Type);
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// UOnlineBlueprintCallProxyBase interface
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virtual void Activate() override;
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@@ -42,6 +42,8 @@ private:
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// The user pass / token
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FString UserToken;
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FString Type;
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// The delegate executed by the online subsystem
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FOnLoginCompleteDelegate Delegate;
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@@ -0,0 +1,55 @@
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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "AutoLoginUserCallbackProxy.h"
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//////////////////////////////////////////////////////////////////////////
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// ULoginUserCallbackProxy
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UAutoLoginUserCallbackProxy::UAutoLoginUserCallbackProxy(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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, Delegate(FOnLoginCompleteDelegate::CreateUObject(this, &ThisClass::OnCompleted))
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{
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}
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UAutoLoginUserCallbackProxy* UAutoLoginUserCallbackProxy::AutoLoginUser(UObject* WorldContextObject, int32 LocalUserNum)
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{
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UAutoLoginUserCallbackProxy* Proxy = NewObject<UAutoLoginUserCallbackProxy>();
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Proxy->LocalUserNumber = LocalUserNum;
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Proxy->WorldContextObject = WorldContextObject;
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return Proxy;
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}
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void UAutoLoginUserCallbackProxy::Activate()
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{
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auto Identity = Online::GetIdentityInterface();
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if (Identity.IsValid())
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{
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DelegateHandle = Identity->AddOnLoginCompleteDelegate_Handle(LocalUserNumber, Delegate);
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Identity->AutoLogin(LocalUserNumber);
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return;
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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 UAutoLoginUserCallbackProxy::OnCompleted(int32 LocalUserNum, bool bWasSuccessful, const FUniqueNetId& UserId, const FString& ErrorVal)
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{
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auto Identity = Online::GetIdentityInterface();
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if (Identity.IsValid())
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{
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Identity->ClearOnLoginCompleteDelegate_Handle(LocalUserNum, DelegateHandle);
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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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@@ -13,7 +13,7 @@ UCreateSessionCallbackProxyAdvanced::UCreateSessionCallbackProxyAdvanced(const F
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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)
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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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{
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UCreateSessionCallbackProxyAdvanced* Proxy = NewObject<UCreateSessionCallbackProxyAdvanced>();
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Proxy->PlayerControllerWeakPtr = PlayerController;
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@@ -31,6 +31,7 @@ UCreateSessionCallbackProxyAdvanced* UCreateSessionCallbackProxyAdvanced::Create
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Proxy->bAntiCheatProtected = bAntiCheatProtected;
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Proxy->bUsesStats = bUsesStats;
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Proxy->bShouldAdvertise = bShouldAdvertise;
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Proxy->bUseLobbiesVoiceChatIfAvailable = bUseLobbiesVoiceChatIfAvailable;
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return Proxy;
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}
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@@ -68,6 +69,7 @@ void UCreateSessionCallbackProxyAdvanced::Activate()
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Settings.bUseLobbiesIfAvailable = bUseLobbiesIfAvailable;
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}
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Settings.bUseLobbiesVoiceChatIfAvailable = bUseLobbiesIfAvailable ? bUseLobbiesVoiceChatIfAvailable : false;
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Settings.bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
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Settings.bAntiCheatProtected = bAntiCheatProtected;
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Settings.bUsesStats = bUsesStats;
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@@ -12,12 +12,13 @@ ULoginUserCallbackProxy::ULoginUserCallbackProxy(const FObjectInitializer& Objec
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{
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}
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ULoginUserCallbackProxy* ULoginUserCallbackProxy::LoginUser(UObject* WorldContextObject, class APlayerController* PlayerController, FString UserID, FString UserToken)
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ULoginUserCallbackProxy* ULoginUserCallbackProxy::LoginUser(UObject* WorldContextObject, class APlayerController* PlayerController, FString UserID, FString UserToken, FString Type)
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{
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ULoginUserCallbackProxy* Proxy = NewObject<ULoginUserCallbackProxy>();
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Proxy->PlayerControllerWeakPtr = PlayerController;
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Proxy->UserID = UserID;
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Proxy->UserToken = UserToken;
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Proxy->Type = Type;
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Proxy->WorldContextObject = WorldContextObject;
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return Proxy;
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}
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@@ -43,8 +44,13 @@ void ULoginUserCallbackProxy::Activate()
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if (Identity.IsValid())
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{
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// Fallback to default AuthType if nothing is specified
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if (Type.IsEmpty())
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{
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Type = Identity->GetAuthType();
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}
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DelegateHandle = Identity->AddOnLoginCompleteDelegate_Handle(Player->GetControllerId(), Delegate);
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FOnlineAccountCredentials AccountCreds(Identity->GetAuthType(), UserID, UserToken);
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FOnlineAccountCredentials AccountCreds(Type, UserID, UserToken);
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Identity->Login(Player->GetControllerId(), AccountCreds);
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return;
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}
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|
Reference in New Issue
Block a user