4 Commits

Author SHA1 Message Date
Joshua (MordenTral) Statzer
707c055f49 Merge pull request #30 from uno1982/master
Add server travel blueprint node.
2022-03-11 13:45:42 -05:00
mordentral
aee6c013d6 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.
2020-06-27 18:44:12 -04:00
mordentral
064c1a989d added gitignore
added gitignore
2020-06-07 20:51:08 -04:00
mordentral
6b315302e2 Locking 4.24
Former-commit-id: 41fd6645fce9110a3e64bc135b3c5d5dd1f52c1e
2020-05-05 19:08:28 -04:00
58 changed files with 4572 additions and 5083 deletions

2
.gitattributes vendored
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@@ -1,2 +0,0 @@
* text=auto
*.bat eol=crlf

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@@ -1,19 +1,22 @@
{
"FileVersion": 3,
"FriendlyName": "Advanced Sessions",
"Version": 4,
"VersionName": "5.0",
"Description": "Adds new blueprint functions to handle more advanced session operations.",
"Category": "Advanced Sessions Plugin",
"CreatedBy": "Joshua Statzer",
"CreatedByURL": "N/A",
"Modules": [
{
"Name": "AdvancedSessions",
"Type": "Runtime",
"LoadingPhase": "PreDefault"
}
],
"FileVersion" : 3,
"FriendlyName" : "Advanced Sessions",
"Version" : 4.24,
"VersionName": "4.24",
"Description" : "Adds new blueprint functions to handle more advanced session operations.",
"Category" : "Advanced Sessions Plugin",
"CreatedBy" : "Joshua Statzer",
"CreatedByURL" : "N/A",
"Modules" :
[
{
"Name" : "AdvancedSessions",
"Type" : "RunTime",
"LoadingPhase" : "PreDefault"
}
],
"Plugins": [
{
"Name": "OnlineSubsystem",
@@ -23,12 +26,5 @@
"Name": "OnlineSubsystemUtils",
"Enabled": true
}
],
"DocsURL": "",
"MarketplaceURL": "",
"SupportURL": "",
"CanContainContent": false,
"IsBetaVersion": false,
"IsExperimentalVersion": false,
"Installed": false
]
}

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@@ -1,8 +0,0 @@
[FilterPlugin]
; This section lists additional files which will be packaged along with your plugin. Paths should be listed relative to the root plugin directory, and
; may include "...", "*", and "?" wildcards to match directories, files, and individual characters respectively.
;
; Examples:
; /README.txt
; /Extras/...
; /Binaries/ThirdParty/*.dll

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@@ -8,7 +8,6 @@
#include "Engine/GameInstance.h"
#include "GameFramework/GameModeBase.h"
#include "GameFramework/GameSession.h"
#include "GameFramework/PlayerState.h"
//#include "UObjectIterator.h"

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@@ -160,10 +160,6 @@ public:
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
static void GetUniqueNetID(APlayerController *PlayerController, FBPUniqueNetId &UniqueNetId);
// Get the unique net id of a network player attached to the given controller
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
static void GetUniqueNetIdOfSessionOwner(FBlueprintSessionResult SessionResult, FBPUniqueNetId& UniqueNetId);
// Get the unique net id of a network player who is assigned the the given player state
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
static void GetUniqueNetIDFromPlayerState(APlayerState *PlayerState, FBPUniqueNetId &UniqueNetId);
@@ -210,4 +206,5 @@ public:
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Online|AdvancedSessions|Seamless", meta = (HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject"))
static bool ServerTravel(UObject* WorldContextObject, const FString& InURL, bool bAbsolute, bool bShouldSkipGameNotify);
};

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@@ -1,55 +0,0 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "BlueprintDataDefinitions.h"
#include "Interfaces/OnlineIdentityInterface.h"
#include "Engine/LocalPlayer.h"
#include "AutoLoginUserCallbackProxy.generated.h"
UCLASS(MinimalAPI)
class UAutoLoginUserCallbackProxy : public UOnlineBlueprintCallProxyBase
{
GENERATED_UCLASS_BODY()
// Called when there is a successful destroy
UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnSuccess;
// Called when there is an unsuccessful destroy
UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnFailure;
/**
* Logs the player into the online service using parameters passed on the
* command line. Expects -AUTH_LOGIN=<UserName> -AUTH_PASSWORD=<password>. If either
* are missing, the function returns false and doesn't start the login
* process
*
* @param LocalUserNum the controller number of the associated user
*
*/
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedIdentity")
static UAutoLoginUserCallbackProxy* AutoLoginUser(UObject* WorldContextObject, int32 LocalUserNum);
// UOnlineBlueprintCallProxyBase interface
virtual void Activate() override;
// End of UOnlineBlueprintCallProxyBase interface
private:
// Internal callback when the operation completes, calls out to the public success/failure callbacks
void OnCompleted(int32 LocalUserNum, bool bWasSuccessful, const FUniqueNetId& UserId, const FString& ErrorVal);
private:
// The controller number of the associated user
int32 LocalUserNumber;
// The delegate executed by the online subsystem
FOnLoginCompleteDelegate Delegate;
// Handle to the registered OnDestroySessionComplete delegate
FDelegateHandle DelegateHandle;
// The world context object in which this call is taking place
UObject* WorldContextObject;
};

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@@ -200,17 +200,6 @@ public:
return nullptr;
}
// Adding in a compare operator so that std functions will work with this struct
FORCEINLINE bool operator==(const FBPUniqueNetId& Other) const
{
return (IsValid() && Other.IsValid() && (*GetUniqueNetId() == *Other.GetUniqueNetId()));
}
FORCEINLINE bool operator!=(const FBPUniqueNetId& Other) const
{
return !(IsValid() && Other.IsValid() && (*GetUniqueNetId() == *Other.GetUniqueNetId()));
}
FBPUniqueNetId()
{
bUseDirectPointer = false;
@@ -251,31 +240,23 @@ struct FBPFriendPresenceInfo
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
bool bIsOnline = false;
bool bIsOnline;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
bool bIsPlaying = false;
bool bIsPlaying;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
bool bIsPlayingThisGame = false;
bool bIsPlayingThisGame;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
bool bIsJoinable = false;
bool bIsJoinable;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
bool bHasVoiceSupport = false;
bool bHasVoiceSupport;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
EBPOnlinePresenceState PresenceState = EBPOnlinePresenceState::Offline;
EBPOnlinePresenceState PresenceState;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
FString StatusString;
FBPFriendPresenceInfo()
{
bIsOnline = false;
bIsPlaying = false;
bIsPlayingThisGame = false;
bIsJoinable = false;
bHasVoiceSupport = false;
PresenceState = EBPOnlinePresenceState::Offline;
}
};
USTRUCT(BlueprintType)
struct FBPFriendInfo
{
@@ -288,22 +269,15 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
FString RealName;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
EBPOnlinePresenceState OnlineState = EBPOnlinePresenceState::Offline;
EBPOnlinePresenceState OnlineState;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
FBPUniqueNetId UniqueNetId;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
bool bIsPlayingSameGame = false;
bool bIsPlayingSameGame;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
FBPFriendPresenceInfo PresenceInfo;
FBPFriendInfo()
{
OnlineState = EBPOnlinePresenceState::Offline;
bIsPlayingSameGame = false;
}
};
/** The types of comparison operations for a given search query */
// Used to compare session properties
UENUM(BlueprintType)
@@ -366,7 +340,7 @@ public:
//return const_cast<FUniqueNetId*>(UniqueNetIdPtr);
if (APlayerState* PlayerState = (PlayerController != NULL) ? PlayerController->PlayerState : NULL)
{
UserID = PlayerState->GetUniqueId().GetUniqueNetId();
UserID = PlayerState->UniqueId.GetUniqueNetId();
if (!UserID.IsValid())
{
FFrame::KismetExecutionMessage(*FString::Printf(TEXT("%s - Cannot map local player to unique net ID"), FunctionContext), ELogVerbosity::Warning);

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@@ -24,23 +24,20 @@ class UCreateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
* @param PublicConnections When doing a 'listen' server, this must be >=2 (ListenServer itself counts as a connection)
* @param bUseLAN When you want to play LAN, the level to play on must be loaded with option 'bIsLanMatch'
* @param bUsePresence Must be true for a 'listen' server (Map must be loaded with option 'listen'), false for a 'dedicated' server.
* @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
* @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.
* @param bUseLobbiesVoiceChatIfAvailable Set to true to setup voice chat lobbies if the API supports it
* @param bStartAfterCreate Set to true to start the session after it's created. If false you need to manually call StartSession when ready.
*/
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject",AutoCreateRefTerm="ExtraSettings"), Category = "Online|AdvancedSessions")
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, bool bStartAfterCreate = true);
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);
// UOnlineBlueprintCallProxyBase interface
virtual void Activate() override;
// End of UOnlineBlueprintCallProxyBase interface
private:
// Internal callback when session creation completes, optionally calls StartSession
// Internal callback when session creation completes, calls StartSession
void OnCreateCompleted(FName SessionName, bool bWasSuccessful);
// Internal callback when session start completes
// Internal callback when session creation completes, calls StartSession
void OnStartCompleted(FName SessionName, bool bWasSuccessful);
// The player controller triggering things
@@ -74,9 +71,6 @@ private:
// Whether to use the presence option
bool bUsePresence;
// Whether to prefer the use of lobbies for hosting if the api supports them
bool bUseLobbiesIfAvailable;
// Whether to allow joining via presence
bool bAllowJoinViaPresence;
@@ -92,12 +86,6 @@ private:
// Should advertise server?
bool bShouldAdvertise;
// Whether to prefer the use of voice chat lobbies if the api supports them
bool bUseLobbiesVoiceChatIfAvailable;
// Whether to start the session automatically after it is created
bool bStartAfterCreate;
// Store extra settings
TArray<FSessionPropertyKeyPair> ExtraSettings;

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@@ -19,11 +19,8 @@ class UEndSessionCallbackProxy : public UOnlineBlueprintCallProxyBase
UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnFailure;
/**
* Ends the current sessions, Generally for almost all uses you should be using the engines native Destroy Session node instead.
* This exists for people using StartSession and optionally hand managing the session state.
*/
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedSessions")
// Ends the current session
UFUNCTION(BlueprintCallable, meta=(DeprecatedFunction,DeprecationMessage = "This function is deprecated, I realized that people have been using it wrong and it doesn't have much use in blueprints. Use Destroy Session only instead.",BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedSessions|Deprecated")
static UEndSessionCallbackProxy* EndSession(UObject* WorldContextObject, class APlayerController* PlayerController);
// UOnlineBlueprintCallProxyBase interface

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@@ -22,7 +22,7 @@ class UFindSessionsCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
// Searches for advertised sessions with the default online subsystem and includes an array of filters
UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true", WorldContext = "WorldContextObject", AutoCreateRefTerm="Filters"), Category = "Online|AdvancedSessions")
static UFindSessionsCallbackProxyAdvanced* FindSessionsAdvanced(UObject* WorldContextObject, class APlayerController* PlayerController, int32 MaxResults, bool bUseLAN, EBPServerPresenceSearchType ServerTypeToSearch, const TArray<FSessionsSearchSetting> &Filters, bool bEmptyServersOnly = false, bool bNonEmptyServersOnly = false, bool bSecureServersOnly = false, bool bSearchLobbies = true, int MinSlotsAvailable = 0);
static UFindSessionsCallbackProxyAdvanced* FindSessionsAdvanced(UObject* WorldContextObject, class APlayerController* PlayerController, int32 MaxResults, bool bUseLAN, EBPServerPresenceSearchType ServerTypeToSearch, const TArray<FSessionsSearchSetting> &Filters, bool bEmptyServersOnly = false, bool bNonEmptyServersOnly = false, bool bSecureServersOnly = false, int MinSlotsAvailable = 0);
static bool CompareVariants(const FVariantData &A, const FVariantData &B, EOnlineComparisonOpRedux Comparator);
@@ -92,9 +92,6 @@ private:
// Search for secure servers only
bool bSecureServersOnly;
// Search through lobbies
bool bSearchLobbies;
// Min slots requires to search
int MinSlotsAvailable;

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@@ -21,8 +21,8 @@ class ULoginUserCallbackProxy : public UOnlineBlueprintCallProxyBase
FEmptyOnlineDelegate OnFailure;
// Logs into the identity interface
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject", AdvancedDisplay = "AuthType"), Category = "Online|AdvancedIdentity")
static ULoginUserCallbackProxy* LoginUser(UObject* WorldContextObject, class APlayerController* PlayerController, FString UserID, FString UserToken, FString AuthType);
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedIdentity")
static ULoginUserCallbackProxy* LoginUser(UObject* WorldContextObject, class APlayerController* PlayerController, FString UserID, FString UserToken);
// UOnlineBlueprintCallProxyBase interface
virtual void Activate() override;
@@ -42,8 +42,6 @@ private:
// The user pass / token
FString UserToken;
FString AuthType;
// The delegate executed by the online subsystem
FOnLoginCompleteDelegate Delegate;

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@@ -1,46 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "BlueprintDataDefinitions.h"
#include "StartSessionCallbackProxyAdvanced.generated.h"
UCLASS(MinimalAPI)
class UStartSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
{
GENERATED_UCLASS_BODY()
// Called when the session starts successfully
UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnSuccess;
// Called when there is an error starting the session
UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnFailure;
/**
* Starts a session with the default online subsystem. The session needs to be previously created by calling the "CreateAdvancedSession" node.
* @param WorldContextObject
*/
UFUNCTION(
BlueprintCallable
, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject")
, Category = "Online|AdvancedSessions"
)
static UStartSessionCallbackProxyAdvanced* StartAdvancedSession(const UObject* WorldContextObject);
// UOnlineBlueprintCallProxyBase interface
virtual void Activate() override;
// End of UOnlineBlueprintCallProxyBase interface
private:
// Internal callback when session start completes
void OnStartCompleted(FName SessionName, bool bWasSuccessful);
// The delegate executed by the online subsystem
FOnStartSessionCompleteDelegate StartCompleteDelegate;
// Handles to the registered delegates above
FDelegateHandle StartCompleteDelegateHandle;
// The world context object in which this call is taking place
const UObject* WorldContextObject;
};

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@@ -263,7 +263,7 @@ void UAdvancedFriendsGameInstance::OnSessionInviteReceivedMaster(const FUniqueNe
int32 LocalPlayer = 0;
for (int i = 0; i < PlayerList.Num(); i++)
{
if (*PlayerList[i]->PlayerState->GetUniqueId().GetUniqueNetId() == PersonInvited)
if (*PlayerList[i]->PlayerState->UniqueId.GetUniqueNetId() == PersonInvited)
{
LocalPlayer = i;
Player = PlayerList[i];

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@@ -442,7 +442,7 @@ void UAdvancedSessionsLibrary::GetUniqueNetID(APlayerController *PlayerControlle
if (APlayerState* PlayerState = (PlayerController != NULL) ? PlayerController->PlayerState : NULL)
{
UniqueNetId.SetUniqueNetId(PlayerState->GetUniqueId().GetUniqueNetId());
UniqueNetId.SetUniqueNetId(PlayerState->UniqueId.GetUniqueNetId());
if (!UniqueNetId.IsValid())
{
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetUniqueNetIdFromController couldn't get the player uniquenetid!"));
@@ -451,17 +451,6 @@ void UAdvancedSessionsLibrary::GetUniqueNetID(APlayerController *PlayerControlle
}
}
void UAdvancedSessionsLibrary::GetUniqueNetIdOfSessionOwner(FBlueprintSessionResult SessionResult, FBPUniqueNetId& UniqueNetId)
{
FBPUniqueNetId ReturnID;
if (SessionResult.OnlineResult.IsValid())
{
ReturnID.SetUniqueNetId(SessionResult.OnlineResult.Session.OwningUserId);
}
UniqueNetId = ReturnID;
}
void UAdvancedSessionsLibrary::GetUniqueNetIDFromPlayerState(APlayerState *PlayerState, FBPUniqueNetId &UniqueNetId)
{
if (!PlayerState)
@@ -470,7 +459,7 @@ void UAdvancedSessionsLibrary::GetUniqueNetIDFromPlayerState(APlayerState *Playe
return;
}
UniqueNetId.SetUniqueNetId(PlayerState->GetUniqueId().GetUniqueNetId());
UniqueNetId.SetUniqueNetId(PlayerState->UniqueId.GetUniqueNetId());
if (!UniqueNetId.IsValid())
{
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetUniqueNetIdFromPlayerState couldn't get the player uniquenetid!"));
@@ -542,17 +531,11 @@ void UAdvancedSessionsLibrary::GetNumberOfNetworkPlayers(UObject* WorldContextOb
bool UAdvancedSessionsLibrary::ServerTravel(UObject* WorldContextObject, const FString& FURL, bool bAbsolute, bool bShouldSkipGameNotify)
{
if (!WorldContextObject)
{
return false;
}
if (!WorldContextObject) return false;
//using a context object to get the world
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::ReturnNull);
if (World)
{
return World->ServerTravel(FURL, bAbsolute, bShouldSkipGameNotify);
}
return false;
if (!World) return false;
World->ServerTravel(FURL,bAbsolute,bShouldSkipGameNotify);
return true;
}

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@@ -1,74 +0,0 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "AutoLoginUserCallbackProxy.h"
#include "Kismet/GameplayStatics.h"
//////////////////////////////////////////////////////////////////////////
// ULoginUserCallbackProxy
UAutoLoginUserCallbackProxy::UAutoLoginUserCallbackProxy(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, Delegate(FOnLoginCompleteDelegate::CreateUObject(this, &ThisClass::OnCompleted))
{
}
UAutoLoginUserCallbackProxy* UAutoLoginUserCallbackProxy::AutoLoginUser(UObject* WorldContextObject, int32 LocalUserNum)
{
UAutoLoginUserCallbackProxy* Proxy = NewObject<UAutoLoginUserCallbackProxy>();
Proxy->LocalUserNumber = LocalUserNum;
Proxy->WorldContextObject = WorldContextObject;
return Proxy;
}
void UAutoLoginUserCallbackProxy::Activate()
{
auto Identity = Online::GetIdentityInterface();
if (Identity.IsValid())
{
DelegateHandle = Identity->AddOnLoginCompleteDelegate_Handle(LocalUserNumber, Delegate);
Identity->AutoLogin(LocalUserNumber);
return;
}
// Fail immediately
OnFailure.Broadcast();
}
void UAutoLoginUserCallbackProxy::OnCompleted(int32 LocalUserNum, bool bWasSuccessful, const FUniqueNetId& UserId, const FString& ErrorVal)
{
auto Identity = Online::GetIdentityInterface();
if (Identity.IsValid())
{
Identity->ClearOnLoginCompleteDelegate_Handle(LocalUserNum, DelegateHandle);
}
if(APlayerController* PController = UGameplayStatics::GetPlayerController(WorldContextObject->GetWorld(), LocalUserNum))
{
ULocalPlayer* Player = Cast<ULocalPlayer>(PController->Player);
FUniqueNetIdRepl uniqueId(UserId.AsShared());
if (Player)
{
Player->SetCachedUniqueNetId(uniqueId);
}
if (APlayerState* State = PController->PlayerState)
{
// Update UniqueId. See also ShowLoginUICallbackProxy.cpp
State->SetUniqueId(uniqueId);
}
}
if (bWasSuccessful)
{
OnSuccess.Broadcast();
}
else
{
OnFailure.Broadcast();
}
}

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@@ -13,7 +13,7 @@ UCreateSessionCallbackProxyAdvanced::UCreateSessionCallbackProxyAdvanced(const F
{
}
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, bool bStartAfterCreate)
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 bAllowJoinViaPresence, bool bAllowJoinViaPresenceFriendsOnly, bool bAntiCheatProtected, bool bUsesStats, bool bShouldAdvertise)
{
UCreateSessionCallbackProxyAdvanced* Proxy = NewObject<UCreateSessionCallbackProxyAdvanced>();
Proxy->PlayerControllerWeakPtr = PlayerController;
@@ -25,14 +25,11 @@ UCreateSessionCallbackProxyAdvanced* UCreateSessionCallbackProxyAdvanced::Create
Proxy->ExtraSettings = ExtraSettings;
Proxy->bDedicatedServer = bIsDedicatedServer;
Proxy->bUsePresence = bUsePresence;
Proxy->bUseLobbiesIfAvailable = bUseLobbiesIfAvailable;
Proxy->bAllowJoinViaPresence = bAllowJoinViaPresence;
Proxy->bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
Proxy->bAntiCheatProtected = bAntiCheatProtected;
Proxy->bUsesStats = bUsesStats;
Proxy->bShouldAdvertise = bShouldAdvertise;
Proxy->bUseLobbiesVoiceChatIfAvailable = bUseLobbiesVoiceChatIfAvailable;
Proxy->bStartAfterCreate = bStartAfterCreate;
return Proxy;
}
@@ -53,27 +50,21 @@ void UCreateSessionCallbackProxyAdvanced::Activate()
FOnlineSessionSettings Settings;
Settings.NumPublicConnections = NumPublicConnections;
Settings.NumPrivateConnections = NumPrivateConnections;
Settings.bShouldAdvertise = bShouldAdvertise;
Settings.bShouldAdvertise = true;
Settings.bAllowJoinInProgress = true;
Settings.bIsLANMatch = bUseLAN;
Settings.bAllowJoinViaPresence = bAllowJoinViaPresence;
Settings.bAllowJoinViaPresence = true;
Settings.bIsDedicated = bDedicatedServer;
if (bDedicatedServer)
{
Settings.bUsesPresence = false;
Settings.bUseLobbiesIfAvailable = false;
}
else
{
Settings.bUsesPresence = bUsePresence;
Settings.bUseLobbiesIfAvailable = bUseLobbiesIfAvailable;
}
Settings.bUseLobbiesVoiceChatIfAvailable = bUseLobbiesIfAvailable ? bUseLobbiesVoiceChatIfAvailable : false;
Settings.bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
Settings.bAntiCheatProtected = bAntiCheatProtected;
Settings.bUsesStats = bUsesStats;
Settings.bShouldAdvertise = bShouldAdvertise;
// These are about the only changes over the standard Create Sessions Node
Settings.bAllowInvites = bAllowInvites;
@@ -133,17 +124,8 @@ void UCreateSessionCallbackProxyAdvanced::OnCreateCompleted(FName SessionName, b
if (bWasSuccessful)
{
if (this->bStartAfterCreate)
{
UE_LOG_ONLINE_SESSION(Display, TEXT("Session creation completed. Automatic start is turned on, starting session now."));
StartCompleteDelegateHandle = Sessions->AddOnStartSessionCompleteDelegate_Handle(StartCompleteDelegate);
Sessions->StartSession(NAME_GameSession); // We'll call `OnSuccess.Broadcast()` when start succeeds.
}
else
{
UE_LOG_ONLINE_SESSION(Display, TEXT("Session creation completed. Automatic start is turned off, to start the session call 'StartSession'."));
OnSuccess.Broadcast();
}
StartCompleteDelegateHandle = Sessions->AddOnStartSessionCompleteDelegate_Handle(StartCompleteDelegate);
Sessions->StartSession(NAME_GameSession);
// OnStartCompleted will get called, nothing more to do now
return;

View File

@@ -15,7 +15,7 @@ UFindSessionsCallbackProxyAdvanced::UFindSessionsCallbackProxyAdvanced(const FOb
bIsOnSecondSearch = false;
}
UFindSessionsCallbackProxyAdvanced* UFindSessionsCallbackProxyAdvanced::FindSessionsAdvanced(UObject* WorldContextObject, class APlayerController* PlayerController, int MaxResults, bool bUseLAN, EBPServerPresenceSearchType ServerTypeToSearch, const TArray<FSessionsSearchSetting> &Filters, bool bEmptyServersOnly, bool bNonEmptyServersOnly, bool bSecureServersOnly, bool bSearchLobbies, int MinSlotsAvailable)
UFindSessionsCallbackProxyAdvanced* UFindSessionsCallbackProxyAdvanced::FindSessionsAdvanced(UObject* WorldContextObject, class APlayerController* PlayerController, int MaxResults, bool bUseLAN, EBPServerPresenceSearchType ServerTypeToSearch, const TArray<FSessionsSearchSetting> &Filters, bool bEmptyServersOnly, bool bNonEmptyServersOnly, bool bSecureServersOnly, int MinSlotsAvailable)
{
UFindSessionsCallbackProxyAdvanced* Proxy = NewObject<UFindSessionsCallbackProxyAdvanced>();
Proxy->PlayerControllerWeakPtr = PlayerController;
@@ -27,7 +27,6 @@ UFindSessionsCallbackProxyAdvanced* UFindSessionsCallbackProxyAdvanced::FindSess
Proxy->bEmptyServersOnly = bEmptyServersOnly,
Proxy->bNonEmptyServersOnly = bNonEmptyServersOnly;
Proxy->bSecureServersOnly = bSecureServersOnly;
Proxy->bSearchLobbies = bSearchLobbies;
Proxy->MinSlotsAvailable = MinSlotsAvailable;
return Proxy;
}
@@ -74,17 +73,6 @@ void UFindSessionsCallbackProxyAdvanced::Activate()
#define SEARCH_USER FName(TEXT("SEARCHUSER"))
// Keywords to match in session search
#define SEARCH_KEYWORDS FName(TEXT("SEARCHKEYWORDS"))*/
/** Keywords to match in session search */
/** The matchmaking queue name to matchmake in, e.g. "TeamDeathmatch" (value is string) */
/** #define SEARCH_MATCHMAKING_QUEUE FName(TEXT("MATCHMAKINGQUEUE"))*/
/** If set, use the named Xbox Live hopper to find a session via matchmaking (value is a string) */
/** #define SEARCH_XBOX_LIVE_HOPPER_NAME FName(TEXT("LIVEHOPPERNAME"))*/
/** Which session template from the service configuration to use */
/** #define SEARCH_XBOX_LIVE_SESSION_TEMPLATE_NAME FName(TEXT("LIVESESSIONTEMPLATE"))*/
/** Selection method used to determine which match to join when multiple are returned (valid only on Switch) */
/** #define SEARCH_SWITCH_SELECTION_METHOD FName(TEXT("SWITCHSELECTIONMETHOD"))*/
/** Whether to use lobbies vs sessions */
/** #define SEARCH_LOBBIES FName(TEXT("LOBBYSEARCH"))*/
if (bEmptyServersOnly)
tem.Set(SEARCH_EMPTY_SERVERS_ONLY, true, EOnlineComparisonOp::Equals);
@@ -98,6 +86,8 @@ void UFindSessionsCallbackProxyAdvanced::Activate()
if (MinSlotsAvailable != 0)
tem.Set(SEARCH_MINSLOTSAVAILABLE, MinSlotsAvailable, EOnlineComparisonOp::GreaterThanEquals);
// Filter results
if (SearchSettings.Num() > 0)
{
@@ -114,9 +104,6 @@ void UFindSessionsCallbackProxyAdvanced::Activate()
case EBPServerPresenceSearchType::ClientServersOnly:
{
tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
if (bSearchLobbies)
tem.Set(SEARCH_LOBBIES, true, EOnlineComparisonOp::Equals);
}
break;
@@ -129,24 +116,21 @@ void UFindSessionsCallbackProxyAdvanced::Activate()
case EBPServerPresenceSearchType::AllServers:
default:
{
//if (IOnlineSubsystem::DoesInstanceExist("STEAM"))
//{
bRunSecondSearch = true;
// Only steam uses the separate searching flags currently
if (IOnlineSubsystem::DoesInstanceExist("STEAM"))
{
bRunSecondSearch = true;
SearchObjectDedicated = MakeShareable(new FOnlineSessionSearch);
SearchObjectDedicated->MaxSearchResults = MaxResults;
SearchObjectDedicated->bIsLanQuery = bUseLAN;
SearchObjectDedicated = MakeShareable(new FOnlineSessionSearch);
SearchObjectDedicated->MaxSearchResults = MaxResults;
SearchObjectDedicated->bIsLanQuery = bUseLAN;
FOnlineSearchSettingsEx DedicatedOnly = tem;
FOnlineSearchSettingsEx DedicatedOnly = tem;
tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
if (bSearchLobbies)
tem.Set(SEARCH_LOBBIES, true, EOnlineComparisonOp::Equals);
//DedicatedOnly.Set(SEARCH_DEDICATED_ONLY, true, EOnlineComparisonOp::Equals);
SearchObjectDedicated->QuerySettings = DedicatedOnly;
//}
//DedicatedOnly.Set(SEARCH_DEDICATED_ONLY, true, EOnlineComparisonOp::Equals);
SearchObjectDedicated->QuerySettings = DedicatedOnly;
}
}
break;
}

View File

@@ -12,13 +12,12 @@ ULoginUserCallbackProxy::ULoginUserCallbackProxy(const FObjectInitializer& Objec
{
}
ULoginUserCallbackProxy* ULoginUserCallbackProxy::LoginUser(UObject* WorldContextObject, class APlayerController* PlayerController, FString UserID, FString UserToken, FString AuthType)
ULoginUserCallbackProxy* ULoginUserCallbackProxy::LoginUser(UObject* WorldContextObject, class APlayerController* PlayerController, FString UserID, FString UserToken)
{
ULoginUserCallbackProxy* Proxy = NewObject<ULoginUserCallbackProxy>();
Proxy->PlayerControllerWeakPtr = PlayerController;
Proxy->UserID = UserID;
Proxy->UserToken = UserToken;
Proxy->AuthType = AuthType;
Proxy->WorldContextObject = WorldContextObject;
return Proxy;
}
@@ -44,13 +43,8 @@ void ULoginUserCallbackProxy::Activate()
if (Identity.IsValid())
{
// Fallback to default AuthType if nothing is specified
if (AuthType.IsEmpty())
{
AuthType = Identity->GetAuthType();
}
DelegateHandle = Identity->AddOnLoginCompleteDelegate_Handle(Player->GetControllerId(), Delegate);
FOnlineAccountCredentials AccountCreds(AuthType, UserID, UserToken);
FOnlineAccountCredentials AccountCreds(Identity->GetAuthType(), UserID, UserToken);
Identity->Login(Player->GetControllerId(), AccountCreds);
return;
}
@@ -65,8 +59,6 @@ void ULoginUserCallbackProxy::OnCompleted(int32 LocalUserNum, bool bWasSuccessfu
{
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
FUniqueNetIdRepl UniqueID(UserId.AsShared());
if (Player)
{
auto Identity = Online::GetIdentityInterface();
@@ -75,13 +67,6 @@ void ULoginUserCallbackProxy::OnCompleted(int32 LocalUserNum, bool bWasSuccessfu
{
Identity->ClearOnLoginCompleteDelegate_Handle(Player->GetControllerId(), DelegateHandle);
}
Player->SetCachedUniqueNetId(UniqueID);
}
if (APlayerState* State = PlayerControllerWeakPtr->PlayerState)
{
// Update UniqueId. See also ShowLoginUICallbackProxy.cpp
State->SetUniqueId(UniqueID);
}
}

View File

@@ -1,62 +0,0 @@
#include "StartSessionCallbackProxyAdvanced.h"
UStartSessionCallbackProxyAdvanced::UStartSessionCallbackProxyAdvanced(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, StartCompleteDelegate(FOnStartSessionCompleteDelegate::CreateUObject(this, &ThisClass::OnStartCompleted))
{
}
UStartSessionCallbackProxyAdvanced* UStartSessionCallbackProxyAdvanced::StartAdvancedSession(
const UObject* WorldContextObject)
{
UStartSessionCallbackProxyAdvanced* Proxy = NewObject<UStartSessionCallbackProxyAdvanced>();
Proxy->WorldContextObject = WorldContextObject;
return Proxy;
}
void UStartSessionCallbackProxyAdvanced::Activate()
{
const FOnlineSubsystemBPCallHelperAdvanced Helper(
TEXT("StartSession"),
GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull));
if (Helper.OnlineSub != nullptr)
{
const auto Sessions = Helper.OnlineSub->GetSessionInterface();
if (Sessions.IsValid())
{
StartCompleteDelegateHandle = Sessions->AddOnStartSessionCompleteDelegate_Handle(StartCompleteDelegate);
Sessions->StartSession(NAME_GameSession);
return;
}
FFrame::KismetExecutionMessage(TEXT("Sessions not supported by Online Subsystem"), ELogVerbosity::Warning);
}
// Fail immediately
OnFailure.Broadcast();
}
void UStartSessionCallbackProxyAdvanced::OnStartCompleted(FName SessionName, bool bWasSuccessful)
{
const FOnlineSubsystemBPCallHelperAdvanced Helper(
TEXT("StartSessionCallback"),
GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull));
if (Helper.OnlineSub != nullptr)
{
const auto Sessions = Helper.OnlineSub->GetSessionInterface();
if (Sessions.IsValid())
{
Sessions->ClearOnStartSessionCompleteDelegate_Handle(StartCompleteDelegateHandle);
}
}
if (bWasSuccessful)
{
OnSuccess.Broadcast();
}
else
{
OnFailure.Broadcast();
}
}

View File

@@ -29,73 +29,70 @@ UUpdateSessionCallbackProxyAdvanced* UUpdateSessionCallbackProxyAdvanced::Update
void UUpdateSessionCallbackProxyAdvanced::Activate()
{
const FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("UpdateSession"), GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull));
if (Helper.OnlineSub != nullptr)
IOnlineSessionPtr Sessions = Online::GetSessionInterface(GetWorld());
if (Sessions.IsValid())
{
const auto Sessions = Helper.OnlineSub->GetSessionInterface();
if (Sessions.IsValid())
if (Sessions->GetNumSessions() < 1)
{
if (Sessions->GetNumSessions() < 1)
{
OnFailure.Broadcast();
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("NO REGISTERED SESSIONS!"));
return;
}
// This gets the actual session itself
//FNamedOnlineSession * curSession = Sessions->GetNamedSession(NAME_GameSession);
FOnlineSessionSettings* Settings = Sessions->GetSessionSettings(NAME_GameSession);
if (!Settings)
{
// Fail immediately
OnFailure.Broadcast();
return;
}
OnUpdateSessionCompleteDelegateHandle = Sessions->AddOnUpdateSessionCompleteDelegate_Handle(OnUpdateSessionCompleteDelegate);
// FOnlineSessionSettings Settings;
//Settings->BuildUniqueId = GetBuildUniqueId();
Settings->NumPublicConnections = NumPublicConnections;
Settings->NumPrivateConnections = NumPrivateConnections;
//Settings->bShouldAdvertise = true;
Settings->bAllowJoinInProgress = bAllowJoinInProgress;
Settings->bIsLANMatch = bUseLAN;
//Settings->bUsesPresence = true;
//Settings->bAllowJoinViaPresence = true;
Settings->bAllowInvites = bAllowInvites;
Settings->bAllowJoinInProgress = bAllowJoinInProgress;
Settings->bIsDedicated = bDedicatedServer;
FOnlineSessionSetting * fSetting = NULL;
FOnlineSessionSetting ExtraSetting;
for (int i = 0; i < ExtraSettings.Num(); i++)
{
fSetting = Settings->Settings.Find(ExtraSettings[i].Key);
if (fSetting)
{
fSetting->Data = ExtraSettings[i].Data;
}
else
{
ExtraSetting.Data = ExtraSettings[i].Data;
ExtraSetting.AdvertisementType = EOnlineDataAdvertisementType::ViaOnlineService;
Settings->Settings.Add(ExtraSettings[i].Key, ExtraSetting);
}
}
Sessions->UpdateSession(NAME_GameSession, *Settings, bRefreshOnlineData);
// OnUpdateCompleted will get called, nothing more to do now
OnFailure.Broadcast();
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("NO REGISTERED SESSIONS!"));
return;
}
else
// This gets the actual session itself
//FNamedOnlineSession * curSession = Sessions->GetNamedSession(NAME_GameSession);
FOnlineSessionSettings* Settings = Sessions->GetSessionSettings(NAME_GameSession);
if (!Settings)
{
FFrame::KismetExecutionMessage(TEXT("Sessions not supported by Online Subsystem"), ELogVerbosity::Warning);
// Fail immediately
OnFailure.Broadcast();
return;
}
OnUpdateSessionCompleteDelegateHandle = Sessions->AddOnUpdateSessionCompleteDelegate_Handle(OnUpdateSessionCompleteDelegate);
// FOnlineSessionSettings Settings;
//Settings->BuildUniqueId = GetBuildUniqueId();
Settings->NumPublicConnections = NumPublicConnections;
Settings->NumPrivateConnections = NumPrivateConnections;
//Settings->bShouldAdvertise = true;
Settings->bAllowJoinInProgress = bAllowJoinInProgress;
Settings->bIsLANMatch = bUseLAN;
//Settings->bUsesPresence = true;
//Settings->bAllowJoinViaPresence = true;
Settings->bAllowInvites = bAllowInvites;
Settings->bAllowJoinInProgress = bAllowJoinInProgress;
Settings->bIsDedicated = bDedicatedServer;
FOnlineSessionSetting * fSetting = NULL;
FOnlineSessionSetting ExtraSetting;
for (int i = 0; i < ExtraSettings.Num(); i++)
{
fSetting = Settings->Settings.Find(ExtraSettings[i].Key);
if (fSetting)
{
fSetting->Data = ExtraSettings[i].Data;
}
else
{
ExtraSetting.Data = ExtraSettings[i].Data;
ExtraSetting.AdvertisementType = EOnlineDataAdvertisementType::ViaOnlineService;
Settings->Settings.Add(ExtraSettings[i].Key, ExtraSetting);
}
}
Sessions->UpdateSession(NAME_GameSession, *Settings, bRefreshOnlineData);
// OnUpdateCompleted will get called, nothing more to do now
return;
}
else
{
FFrame::KismetExecutionMessage(TEXT("Sessions not supported by Online Subsystem"), ELogVerbosity::Warning);
}
// Fail immediately
OnFailure.Broadcast();
@@ -104,20 +101,15 @@ void UUpdateSessionCallbackProxyAdvanced::Activate()
void UUpdateSessionCallbackProxyAdvanced::OnUpdateCompleted(FName SessionName, bool bWasSuccessful)
{
const FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("UpdateSessionCallback"), GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull));
if (Helper.OnlineSub != nullptr)
IOnlineSessionPtr Sessions = Online::GetSessionInterface(GetWorld());
if (Sessions.IsValid())
{
const auto Sessions = Helper.OnlineSub->GetSessionInterface();
if (Sessions.IsValid())
{
Sessions->ClearOnUpdateSessionCompleteDelegate_Handle(OnUpdateSessionCompleteDelegateHandle);
Sessions->ClearOnUpdateSessionCompleteDelegate_Handle(OnUpdateSessionCompleteDelegateHandle);
if (bWasSuccessful)
{
OnSuccess.Broadcast();
return;
}
if (bWasSuccessful)
{
OnSuccess.Broadcast();
return;
}
}

View File

@@ -2,8 +2,8 @@
"FileVersion" : 3,
"FriendlyName" : "Advanced Steam Sessions",
"Version" : 5.0,
"VersionName": "5.0",
"Version" : 4.24,
"VersionName": "4.24",
"Description" : "Adds new blueprint functions to handle more advanced session operations in Steam. REQUIRES ADVANCED SESSIONS",
"Category" : "Advanced Sessions Plugin",
"CreatedBy" : "Joshua Statzer",
@@ -33,10 +33,6 @@
{
"Name": "OnlineSubsystemSteam",
"Enabled": true
},
{
"Name": "SteamShared",
"Enabled": true
}
]
}

View File

@@ -1,8 +0,0 @@
[FilterPlugin]
; This section lists additional files which will be packaged along with your plugin. Paths should be listed relative to the root plugin directory, and
; may include "...", "*", and "?" wildcards to match directories, files, and individual characters respectively.
;
; Examples:
; /README.txt
; /Extras/...
; /Binaries/ThirdParty/*.dll

View File

@@ -13,7 +13,7 @@ public class AdvancedSteamSessions : ModuleRules
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "OnlineSubsystem", "CoreUObject", "OnlineSubsystemUtils", "Networking", "Sockets", "AdvancedSessions"/*"Voice", "OnlineSubsystemSteam"*/ });
PrivateDependencyModuleNames.AddRange(new string[] { "OnlineSubsystem", "Sockets", "Networking", "OnlineSubsystemUtils" /*"Voice", "Steamworks","OnlineSubsystemSteam"*/});
if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Linux) || (Target.Platform == UnrealTargetPlatform.Mac))
if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Linux) || (Target.Platform == UnrealTargetPlatform.Mac))
{
PublicDependencyModuleNames.AddRange(new string[] { "Steamworks",/*"Voice",*/ "OnlineSubsystemSteam" });
PublicIncludePaths.AddRange(new string[] { "../Plugins/Online/OnlineSubsystemSteam/Source/Private" });// This is dumb but it isn't very open

View File

@@ -297,27 +297,14 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
FString GroupTag;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
int32 numOnline = 0;
int32 numOnline;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
int32 numInGame = 0;
int32 numInGame;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
int32 numChatting = 0;
int32 numChatting;
};
UENUM(Blueprintable)
enum class EBPTextFilteringContext : uint8
{
/*Unknown context.*/
FContext_Unknown = 0,
/*Game content, only legally required filtering is performed.*/
FContext_GameContent = 1,
/*Char from another player.*/
FContext_Chat = 2,
/*Character or item name.*/
FContext_Name = 3
};
UCLASS()
class UAdvancedSteamFriendsLibrary : public UBlueprintFunctionLibrary
{
@@ -338,10 +325,6 @@ public:
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
static bool OpenSteamUserOverlay(const FBPUniqueNetId UniqueNetId, ESteamUserOverlayType DialogType);
// Returns if the steam overlay is currently active (this can return false during initial overlay hooking)
UFUNCTION(BlueprintPure, Category = "Online|AdvancedFriends|SteamAPI")
static bool IsOverlayEnabled();
// Gets the level of a friends steam account, STEAM ONLY, Returns -1 if the steam level is not known, might need RequestSteamFriendInfo called first.
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
static int32 GetFriendSteamLevel(const FBPUniqueNetId UniqueNetId);
@@ -367,21 +350,4 @@ public:
// Get a full list of steam groups
UFUNCTION(BlueprintCallable, Category = "Online|SteamAPI|SteamGroups")
static void GetSteamGroups(TArray<FBPSteamGroupInfo> & SteamGroups);
// Initializes text filtering (pre-loading dictonaries)
// Returns if it succeeded, false if filtering is unavailable for the games language
UFUNCTION(BlueprintCallable, Category = "Online|SteamAPI|TextFiltering")
static bool InitTextFiltering();
// Attempts to filter a string with the given filtering context
// Returns true if the text has been filtered, false if it hasn't (no filtering required or operation failed)
// If false it will still output the original text
// Textsource is the steam id that is the source of the text (player name / chat)
// Requires that InitTextFiltering be called first!!
UFUNCTION(BlueprintCallable, Category = "Online|SteamAPI|TextFiltering")
static bool FilterText(FString TextToFilter, EBPTextFilteringContext Context, const FBPUniqueNetId TextSourceID, FString& FilteredText);
// Returns if steam is running in big picture mode
UFUNCTION(BlueprintPure, Category = "Online|SteamAPI")
static bool IsSteamInBigPictureMode();
};

View File

@@ -55,7 +55,7 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
FBPUniqueNetId OfficerUniqueNetID; // Uint64 representation
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
bool bIsOwner = false;
bool bIsOwner;
};

View File

@@ -255,19 +255,6 @@ bool UAdvancedSteamFriendsLibrary::OpenSteamUserOverlay(const FBPUniqueNetId Uni
return false;
}
bool UAdvancedSteamFriendsLibrary::IsOverlayEnabled()
{
#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
if (SteamAPI_Init())
{
return SteamUtils()->IsOverlayEnabled();
}
#endif
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("OpenSteamUserOverlay Couldn't init steamAPI!"));
return false;
}
UTexture2D * UAdvancedSteamFriendsLibrary::GetSteamFriendAvatar(const FBPUniqueNetId UniqueNetId, EBlueprintAsyncResultSwitch &Result, SteamAvatarSize AvatarSize)
{
#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
@@ -332,22 +319,18 @@ UTexture2D * UAdvancedSteamFriendsLibrary::GetSteamFriendAvatar(const FBPUniqueN
UTexture2D* Avatar = UTexture2D::CreateTransient(Width, Height, PF_R8G8B8A8);
// Switched to a Memcpy instead of byte by byte transer
uint8* MipData = (uint8*)Avatar->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE);
FMemory::Memcpy(MipData, (void*)oAvatarRGBA, Height * Width * 4);
Avatar->PlatformData->Mips[0].BulkData.Unlock();
if (FTexturePlatformData* PlatformData = Avatar->GetPlatformData())
{
uint8* MipData = (uint8*)PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE);
FMemory::Memcpy(MipData, (void*)oAvatarRGBA, Height * Width * 4);
PlatformData->Mips[0].BulkData.Unlock();
// Original implementation was missing this!!
// the hell man......
delete[] oAvatarRGBA;
// Original implementation was missing this!!
// the hell man......
delete[] oAvatarRGBA;
//Setting some Parameters for the Texture and finally returning it
PlatformData->SetNumSlices(1);
Avatar->NeverStream = true;
//Avatar->CompressionSettings = TC_EditorIcon;
}
//Setting some Parameters for the Texture and finally returning it
Avatar->PlatformData->SetNumSlices(1);
Avatar->NeverStream = true;
//Avatar->CompressionSettings = TC_EditorIcon;
Avatar->UpdateResource();
@@ -368,76 +351,3 @@ UTexture2D * UAdvancedSteamFriendsLibrary::GetSteamFriendAvatar(const FBPUniqueN
Result = EBlueprintAsyncResultSwitch::OnFailure;
return nullptr;
}
bool UAdvancedSteamFriendsLibrary::InitTextFiltering()
{
#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
if (SteamAPI_Init())
{
return SteamUtils()->InitFilterText();
}
#endif
return false;
}
bool UAdvancedSteamFriendsLibrary::FilterText(FString TextToFilter, EBPTextFilteringContext Context, const FBPUniqueNetId TextSourceID, FString& FilteredText)
{
#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
if (SteamAPI_Init())
{
uint32 BufferLen = TextToFilter.Len() + 10; // Docs say 1 byte excess min, going with 10
char* OutText = new char[BufferLen];
uint64 id = 0;
if (TextSourceID.IsValid())
{
id = *((uint64*)TextSourceID.UniqueNetId->GetBytes());
}
// MAC is bugged with current steam version according to epic, they forced it to be the old steam ver
#if PLATFORM_MAC
// Filters the provided input message and places the filtered result into pchOutFilteredText.
// pchOutFilteredText is where the output will be placed, even if no filtering or censoring is performed
// nByteSizeOutFilteredText is the size (in bytes) of pchOutFilteredText
// pchInputText is the input string that should be filtered, which can be ASCII or UTF-8
// bLegalOnly should be false if you want profanity and legally required filtering (where required) and true if you want legally required filtering only
// Returns the number of characters (not bytes) filtered.
int FilterCount = SteamUtils()->FilterText(OutText, BufferLen, TCHAR_TO_ANSI(*TextToFilter), Context == EBPTextFilteringContext::FContext_GameContent);
#else
int FilterCount = SteamUtils()->FilterText((ETextFilteringContext)Context, id, TCHAR_TO_ANSI(*TextToFilter), OutText, BufferLen);
#endif
if (FilterCount > 0)
{
FilteredText = FString(UTF8_TO_TCHAR(OutText));
delete[] OutText;
return true;
}
delete[] OutText;
}
#endif
FilteredText = TextToFilter;
return false;
}
bool UAdvancedSteamFriendsLibrary::IsSteamInBigPictureMode()
{
#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
if (SteamAPI_Init())
{
return SteamUtils()->IsSteamInBigPictureMode();
}
#endif
return false;
}

View File

@@ -1,7 +1,7 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "SteamRequestGroupOfficersCallbackProxy.h"
#include "Online/CoreOnline.h"
#include "UObject/CoreOnline.h"
#include "AdvancedSteamFriendsLibrary.h"
#include "OnlineSubSystemHeader.h"
#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX

View File

@@ -2,6 +2,6 @@
**KantanDocGen Automatic Documentation ([KantanDocGen](http://kantandev.com/free/kantan-doc-gen))**
**[AdvancedSessions](https://vreue4.com/generated-node-documentation?section=advanced-sessions-plugin)**
**[AdvancedSessions](https://mordentral.bitbucket.io/AdvancedSessions/Advanced)**
**[AdvancedSteamSessions](https://vreue4.com/generated-node-documentation?section=advanced-steam-sessions-plugin)**
**[AdvancedSteamSessions](https://mordentral.bitbucket.io/AdvancedSteamSessions/Advanced)**