mirror of
https://github.com/mordentral/AdvancedSessionsPlugin.git
synced 2025-10-23 00:14:24 +00:00
Started adding in Steam Workshop support today
Former-commit-id: 61ccb9268f557fc3b9be093fde7b157d9a926bfd
This commit is contained in:
@@ -0,0 +1,55 @@
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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 "OnlineSubSystemHeader.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "Online.h"
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#include "OnlineSubsystem.h"
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#include "OnlineSessionInterface.h"
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#include "AdvancedSteamWorkshopLibrary.generated.h"
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//General Advanced Sessions Log
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DECLARE_LOG_CATEGORY_EXTERN(AdvancedSteamWorkshopLog, Log, All);
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// Using a custom struct because uint32 isn't blueprint supported and I don't want to cast to int32
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// due to the size of the workshop it could end up overflowing?
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USTRUCT(BlueprintType)
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struct FBPSteamWorkshopID
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{
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GENERATED_USTRUCT_BODY()
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public:
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uint32 SteamWorkshopID;
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FBPSteamWorkshopID()
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{
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}
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FBPSteamWorkshopID(uint32 ID)
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{
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SteamWorkshopID = ID;
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}
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};
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UCLASS()
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class UAdvancedSteamWorkshopLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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//********* Steam Functions *************//
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// Returns IDs for subscribed workshop items, TArray length dictates how many
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSteamWorkshop")
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static TArray<FBPSteamWorkshopID> GetSubscribedWorkshopItems(int32 & NumberOfItems);
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSteamWorkshop")
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static void GetNumSubscribedWorkshopItems(int32 & NumberOfItems);
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};
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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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// This is taken directly from UE4 - OnlineSubsystemSteamPrivatePCH.h as a fix for the array_count macro
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// @todo Steam: Steam headers trigger secure-C-runtime warnings in Visual C++. Rather than mess with _CRT_SECURE_NO_WARNINGS, we'll just
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// disable the warnings locally. Remove when this is fixed in the SDK
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#ifdef _MSC_VER
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#pragma warning(push)
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#pragma warning(disable:4996)
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#endif
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#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
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#pragma push_macro("ARRAY_COUNT")
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#undef ARRAY_COUNT
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#include <steam/steam_api.h>
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#pragma pop_macro("ARRAY_COUNT")
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#endif
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// @todo Steam: See above
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#ifdef _MSC_VER
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#pragma warning(pop)
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#endif
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#include "SteamWSRequestUGCDetailsCallbackProxy.generated.h"
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UCLASS(MinimalAPI)
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class USteamWSRequestUGCDetailsCallbackProxy : public UOnlineBlueprintCallProxyBase
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{
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GENERATED_UCLASS_BODY()
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// Called when there is a successful results return
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UPROPERTY(BlueprintAssignable)
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FEmptyOnlineDelegate OnSuccess;
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// Called when there is an unsuccessful results return
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UPROPERTY(BlueprintAssignable)
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FEmptyOnlineDelegate OnFailure;
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// Ends the current session
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UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedSteamWorkshop")
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static USteamWSRequestUGCDetailsCallbackProxy* GetWorkshopItemDetails(UObject* WorldContextObject, FBPSteamWorkshopID WorkShopID, int32 NumSecondsBeforeTimeout);
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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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#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
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// Internal callback when the operation completes, calls out to the public success/failure callbacks
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/* Steam UGC details */
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//STEAM_CALLBACK(USteamWSRequestUGCDetailsCallbackProxy, OnUGCRequestUGCDetails, SteamUGCRequestUGCDetailsResult_t, OnUGCRequestUGCDetailsCallback);
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void OnUGCRequestUGCDetails(SteamUGCRequestUGCDetailsResult_t *pResult, bool bIOFailure);
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CCallResult<USteamWSRequestUGCDetailsCallbackProxy, SteamUGCRequestUGCDetailsResult_t> m_callResultUGCRequestDetails;
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#endif
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private:
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FBPSteamWorkshopID WorkShopID;
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int32 NumSecondsBeforeTimeout;
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UObject* WorldContextObject;
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};
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@@ -115,6 +115,8 @@ UTexture2D * UAdvancedFriendsLibrary::GetSteamFriendAvatar(const FBPUniqueNetId
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SteamUtils()->GetImageSize(Picture, &Width, &Height);
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// STOLEN FROM ANSWERHUB :p, then fixed because answerhub wasn't releasing the memory O.o
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// Also fixed image pixel format and switched to a memcpy instead of manual iteration.
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// At some point I should probably reply to that answerhub post with these fixes to prevent people killing their games.....
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if (Width > 0 && Height > 0)
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{
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@@ -0,0 +1,95 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "OnlineSubSystemHeader.h"
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#include "SteamFuncs/AdvancedSteamWorkshopLibrary.h"
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// This is taken directly from UE4 - OnlineSubsystemSteamPrivatePCH.h as a fix for the array_count macro
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// @todo Steam: Steam headers trigger secure-C-runtime warnings in Visual C++. Rather than mess with _CRT_SECURE_NO_WARNINGS, we'll just
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// disable the warnings locally. Remove when this is fixed in the SDK
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#ifdef _MSC_VER
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#pragma warning(push)
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#pragma warning(disable:4996)
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#endif
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#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
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#pragma push_macro("ARRAY_COUNT")
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#undef ARRAY_COUNT
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#include <steam/steam_api.h>
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#pragma pop_macro("ARRAY_COUNT")
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#endif
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// @todo Steam: See above
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#ifdef _MSC_VER
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#pragma warning(pop)
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#endif
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//General Log
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DEFINE_LOG_CATEGORY(AdvancedSteamWorkshopLog);
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void UAdvancedSteamWorkshopLibrary::GetNumSubscribedWorkshopItems(int32 & NumberOfItems)
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{
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NumberOfItems = 0;
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#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
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if (SteamAPI_Init())
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{
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NumberOfItems = SteamUGC()->GetNumSubscribedItems();
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return;
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}
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else
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{
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UE_LOG(AdvancedSteamWorkshopLog, Warning, TEXT("Error in GetNumSubscribedWorkshopItemCount : SteamAPI is not Inited!"));
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return;
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}
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#endif
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UE_LOG(AdvancedSteamWorkshopLog, Warning, TEXT("Error in GetNumSubscribedWorkshopItemCount : Called on an incompatible platform"));
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return;
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}
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TArray<FBPSteamWorkshopID> UAdvancedSteamWorkshopLibrary::GetSubscribedWorkshopItems(int32 & NumberOfItems)
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{
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TArray<FBPSteamWorkshopID> outArray;
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NumberOfItems = 0;
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#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
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if (SteamAPI_Init())
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{
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uint32 NumItems = SteamUGC()->GetNumSubscribedItems();
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if (NumItems == 0)
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return outArray;
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// Not using the actual variable above in case someone somehow goes past int32 limits
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// Don't want to go negative on the iteration.
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NumberOfItems = NumItems;
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PublishedFileId_t *fileIds = new PublishedFileId_t[NumItems];
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uint32 subItems = SteamUGC()->GetSubscribedItems(fileIds, NumItems);
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for (uint32 i = 0; i < subItems; ++i)
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{
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outArray.Add(FBPSteamWorkshopID(fileIds[i]));
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}
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delete fileIds;
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return outArray;
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}
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else
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{
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UE_LOG(AdvancedSteamWorkshopLog, Warning, TEXT("Error in GetSubscribedWorkshopItemCount : SteamAPI is not Inited!"));
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return outArray;
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}
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#endif
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UE_LOG(AdvancedSteamWorkshopLog, Warning, TEXT("Error in GetSubscribedWorkshopItemCount : Called on an incompatible platform"));
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return outArray;
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}
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@@ -0,0 +1,89 @@
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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "OnlineSubSystemHeader.h"
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#include "SteamFuncs/SteamWSRequestUGCDetailsCallbackProxy.h"
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//////////////////////////////////////////////////////////////////////////
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// UEndSessionCallbackProxy
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USteamWSRequestUGCDetailsCallbackProxy::USteamWSRequestUGCDetailsCallbackProxy(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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USteamWSRequestUGCDetailsCallbackProxy* USteamWSRequestUGCDetailsCallbackProxy::GetWorkshopItemDetails(UObject* WorldContextObject, FBPSteamWorkshopID WorkShopID, int32 NumSecondsBeforeTimeout)
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{
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USteamWSRequestUGCDetailsCallbackProxy* Proxy = NewObject<USteamWSRequestUGCDetailsCallbackProxy>();
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Proxy->WorkShopID = WorkShopID;
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Proxy->NumSecondsBeforeTimeout = NumSecondsBeforeTimeout;
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return Proxy;
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}
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void USteamWSRequestUGCDetailsCallbackProxy::Activate()
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{
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#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
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if (SteamAPI_Init())
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{
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SteamAPICall_t hSteamAPICall = SteamUGC()->RequestUGCDetails(WorkShopID.SteamWorkshopID, NumSecondsBeforeTimeout);
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m_callResultUGCRequestDetails.Set(hSteamAPICall, this, &USteamWSRequestUGCDetailsCallbackProxy::OnUGCRequestUGCDetails);
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return;
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}
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#endif
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OnFailure.Broadcast();
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}
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void USteamWSRequestUGCDetailsCallbackProxy::OnUGCRequestUGCDetails(SteamUGCRequestUGCDetailsResult_t *pResult, bool bIOFailure)
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{
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#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
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if (bIOFailure)
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{
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OnFailure.Broadcast();
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return;
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}
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SteamUGCDetails_t hUGCDetails = pResult->m_details;
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GEngine->AddOnScreenDebugMessage(-1, 10, FColor::Green, hUGCDetails.m_rgchTitle);
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GEngine->AddOnScreenDebugMessage(-1, 10, FColor::Green, hUGCDetails.m_rgchDescription);
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OnSuccess.Broadcast();
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return;
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#endif
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OnFailure.Broadcast();
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/*
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PublishedFileId_t m_nPublishedFileId;
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EResult m_eResult; // The result of the operation.
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EWorkshopFileType m_eFileType; // Type of the file
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AppId_t m_nCreatorAppID; // ID of the app that created this file.
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AppId_t m_nConsumerAppID; // ID of the app that will consume this file.
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char m_rgchTitle[k_cchPublishedDocumentTitleMax]; // title of document
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char m_rgchDescription[k_cchPublishedDocumentDescriptionMax]; // description of document
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uint64 m_ulSteamIDOwner; // Steam ID of the user who created this content.
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uint32 m_rtimeCreated; // time when the published file was created
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uint32 m_rtimeUpdated; // time when the published file was last updated
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uint32 m_rtimeAddedToUserList; // time when the user added the published file to their list (not always applicable)
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ERemoteStoragePublishedFileVisibility m_eVisibility; // visibility
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bool m_bBanned; // whether the file was banned
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bool m_bAcceptedForUse; // developer has specifically flagged this item as accepted in the Workshop
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bool m_bTagsTruncated; // whether the list of tags was too long to be returned in the provided buffer
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char m_rgchTags[k_cchTagListMax]; // comma separated list of all tags associated with this file
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// file/url information
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UGCHandle_t m_hFile; // The handle of the primary file
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UGCHandle_t m_hPreviewFile; // The handle of the preview file
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char m_pchFileName[k_cchFilenameMax]; // The cloud filename of the primary file
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int32 m_nFileSize; // Size of the primary file
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int32 m_nPreviewFileSize; // Size of the preview file
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char m_rgchURL[k_cchPublishedFileURLMax]; // URL (for a video or a website)
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// voting information
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uint32 m_unVotesUp; // number of votes up
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uint32 m_unVotesDown; // number of votes down
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float m_flScore; // calculated score
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uint32 m_unNumChildren; // if m_eFileType == k_EWorkshopFileTypeCollection, then this number will be the number of children contained within the collection
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*/
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}
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