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https://github.com/mordentral/AdvancedSessionsPlugin.git
synced 2025-10-24 17:04:18 +00:00
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3 Commits
4.23_Locke
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4.20_Locke
| Author | SHA1 | Date | |
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525e6411a6 | ||
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6b4ac8d00c | ||
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50752d2a95 |
@@ -18,7 +18,13 @@ class UCreateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
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UPROPERTY(BlueprintAssignable)
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FEmptyOnlineDelegate OnFailure;
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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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/**
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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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* @param bUseLAN When you want to play LAN, the level to play on must be loaded with option 'bIsLanMatch'
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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 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 bAllowJoinViaPresence = true, bool bAllowJoinViaPresenceFriendsOnly = false, bool bAntiCheatProtected = false, bool bUsesStats = false, bool bShouldAdvertise = true);
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@@ -246,6 +246,41 @@ enum class SteamAvatarSize : uint8
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SteamAvatar_Large = 3
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};
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UENUM(Blueprintable)
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enum class ESteamUserOverlayType : uint8
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{
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/*Opens the overlay web browser to the specified user or groups profile.*/
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steamid,
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/*Opens a chat window to the specified user, or joins the group chat.*/
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chat,
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/*Opens a window to a Steam Trading session that was started with the ISteamEconomy / StartTrade Web API.*/
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jointrade,
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/*Opens the overlay web browser to the specified user's stats.*/
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stats,
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/*Opens the overlay web browser to the specified user's achievements.*/
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achievements,
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/*Opens the overlay in minimal mode prompting the user to add the target user as a friend.*/
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friendadd,
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/*Opens the overlay in minimal mode prompting the user to remove the target friend.*/
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friendremove,
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/*Opens the overlay in minimal mode prompting the user to accept an incoming friend invite.*/
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friendrequestaccept,
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/*Opens the overlay in minimal mode prompting the user to ignore an incoming friend invite.*/
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friendrequestignore
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};
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static FString EnumToString(const FString& enumName, uint8 value)
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{
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const UEnum* EnumPtr = FindObject<UEnum>(ANY_PACKAGE, *enumName, true);
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if (!EnumPtr)
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return FString();
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FString EnumName = EnumPtr->GetNameStringByIndex(value);
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return EnumName;
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}
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USTRUCT(BlueprintType, Category = "Online|SteamAPI|SteamGroups")
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struct FBPSteamGroupInfo
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{
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@@ -283,6 +318,10 @@ public:
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// 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.
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
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static bool RequestSteamFriendInfo(const FBPUniqueNetId UniqueNetId, bool bRequireNameOnly = false);
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// Opens the steam overlay to go to the specified user dialog
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
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static bool OpenSteamUserOverlay(const FBPUniqueNetId UniqueNetId, ESteamUserOverlayType DialogType);
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// Gets the level of a friends steam account, STEAM ONLY, Returns -1 if the steam level is not known, might need RequestSteamFriendInfo called first.
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
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@@ -11,7 +11,7 @@ DEFINE_LOG_CATEGORY(AdvancedSteamFriendsLog);
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{
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#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
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if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid())
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if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM)
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{
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UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("IsAFriend Had a bad UniqueNetId!"));
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return 0;
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@@ -91,7 +91,7 @@ void UAdvancedSteamFriendsLibrary::GetSteamFriendGamePlayed(const FBPUniqueNetId
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{
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#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
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if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid())
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if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM)
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{
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UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("GetSteamFriendGamePlayed Had a bad UniqueNetId!"));
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Result = EBlueprintResultSwitch::OnFailure;
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@@ -133,7 +133,7 @@ int32 UAdvancedSteamFriendsLibrary::GetFriendSteamLevel(const FBPUniqueNetId Uni
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{
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#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
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if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid())
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if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM)
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{
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UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("IsAFriend Had a bad UniqueNetId!"));
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return 0;
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@@ -154,7 +154,7 @@ FString UAdvancedSteamFriendsLibrary::GetSteamPersonaName(const FBPUniqueNetId U
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{
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#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
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if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid())
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if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM)
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{
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UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("GetSteamPersonaName Had a bad UniqueNetId!"));
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return FString(TEXT(""));
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@@ -199,7 +199,7 @@ FBPUniqueNetId UAdvancedSteamFriendsLibrary::CreateSteamIDFromString(const FStri
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bool UAdvancedSteamFriendsLibrary::RequestSteamFriendInfo(const FBPUniqueNetId UniqueNetId, bool bRequireNameOnly)
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{
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#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
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if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid())
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if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM)
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{
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UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("RequestSteamFriendInfo Had a bad UniqueNetId!"));
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return false;
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@@ -217,10 +217,33 @@ bool UAdvancedSteamFriendsLibrary::RequestSteamFriendInfo(const FBPUniqueNetId U
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return false;
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}
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bool UAdvancedSteamFriendsLibrary::OpenSteamUserOverlay(const FBPUniqueNetId UniqueNetId, ESteamUserOverlayType DialogType)
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{
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#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
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if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM)
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{
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UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("OpenSteamUserOverlay Had a bad UniqueNetId!"));
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return false;
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}
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if (SteamAPI_Init())
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{
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uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes());
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FString DialogName = EnumToString("ESteamUserOverlayType", (uint8)DialogType);
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SteamFriends()->ActivateGameOverlayToUser(TCHAR_TO_ANSI(*DialogName), id);
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return true;
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}
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#endif
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UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("OpenSteamUserOverlay Couldn't init steamAPI!"));
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return false;
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}
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UTexture2D * UAdvancedSteamFriendsLibrary::GetSteamFriendAvatar(const FBPUniqueNetId UniqueNetId, EBlueprintAsyncResultSwitch &Result, SteamAvatarSize AvatarSize)
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{
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#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
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if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid())
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if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM)
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{
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UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("GetSteamFriendAvatar Had a bad UniqueNetId!"));
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Result = EBlueprintAsyncResultSwitch::OnFailure;
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