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https://github.com/mordentral/AdvancedSessionsPlugin.git
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9 Commits
5.5-Locked
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5.7-Previe
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682ac3f676 | ||
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9a62ea3b61 |
@@ -5,6 +5,9 @@ public class AdvancedSessions : ModuleRules
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{
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public AdvancedSessions(ReadOnlyTargetRules Target) : base(Target)
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{
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DefaultBuildSettings = BuildSettingsVersion.Latest;
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IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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//bEnforceIWYU = true;
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@@ -44,6 +44,11 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedVoiceInterface)
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bool bEnableTalkingStatusDelegate;
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// If true we will auto travel to a game session when an invite is received.
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// This can get in the way of Beacon Sessions, you may want to disable it.
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
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bool bAutoTravelOnAcceptedUserInviteReceived = true;
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//virtual void PostLoad() override;
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virtual void Shutdown() override;
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virtual void Init() override;
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@@ -160,6 +160,10 @@ public:
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UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
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static void GetUniqueNetID(APlayerController *PlayerController, FBPUniqueNetId &UniqueNetId);
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// Get the unique net id of a network player attached to the given controller
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UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
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static void GetUniqueNetIdOfSessionOwner(FBlueprintSessionResult SessionResult, FBPUniqueNetId& UniqueNetId);
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// Get the unique net id of a network player who is assigned the the given player state
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UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
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static void GetUniqueNetIDFromPlayerState(APlayerState *PlayerState, FBPUniqueNetId &UniqueNetId);
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@@ -21,7 +21,7 @@ class UUpdateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
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// Creates a session with the default online subsystem with advanced optional inputs, you MUST fill in all categories or it will pass in values that you didn't want as default values
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UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject",AutoCreateRefTerm="ExtraSettings"), Category = "Online|AdvancedSessions")
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static UUpdateSessionCallbackProxyAdvanced* UpdateSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, int32 PublicConnections = 100, int32 PrivateConnections = 0, bool bUseLAN = false, bool bAllowInvites = false, bool bAllowJoinInProgress = false, bool bRefreshOnlineData = true, bool bIsDedicatedServer = false, bool bShouldAdvertise = true);
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static UUpdateSessionCallbackProxyAdvanced* UpdateSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, int32 PublicConnections = 100, int32 PrivateConnections = 0, bool bUseLAN = false, bool bAllowInvites = false, bool bAllowJoinInProgress = false, bool bRefreshOnlineData = true, bool bIsDedicatedServer = false, bool bShouldAdvertise = true, bool bAllowJoinViaPresence = true, bool bAllowJoinViaPresenceFriendsOnly = false);
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// UOnlineBlueprintCallProxyBase interface
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virtual void Activate() override;
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@@ -58,6 +58,12 @@ private:
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// Allow joining in progress
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bool bAllowJoinInProgress = true;
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// Allow joining in progress
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bool bAllowJoinViaPresence = true;
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// Allow joining in progress
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bool bAllowJoinViaPresenceFriendsOnly = false;
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// Update whether this is a dedicated server or not
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bool bDedicatedServer = false;
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@@ -47,6 +47,13 @@ void UAdvancedFriendsGameInstance::OnSessionUserInviteAccepted(const bool bWasSu
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void UAdvancedFriendsGameInstance::OnJoinSessionComplete(FName SessionName, EOnJoinSessionCompleteResult::Type Result)
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{
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// If we don't want to auto travel to the session instance then exit out
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if (!bAutoTravelOnAcceptedUserInviteReceived)
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{
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return;
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}
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IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(GetWorld());
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if (SessionInterface.IsValid())
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{
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@@ -151,7 +151,9 @@ void UAdvancedFriendsLibrary::GetFriend(APlayerController *PlayerController, con
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Friend.PresenceInfo.bIsPlaying = pres.bIsPlaying;
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Friend.PresenceInfo.bIsPlayingThisGame = pres.bIsPlayingThisGame;
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Friend.PresenceInfo.PresenceState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
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// #TODO: Check back in on this in shipping, epic is missing the UTF8_TO_TCHAR call on converting this and its making an invalid string
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// OnlineFriendPresenceInterfaceSteam has the issue
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//Friend.PresenceInfo.StatusString = pres.Status.StatusStr;
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}
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}
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@@ -266,6 +268,7 @@ void UAdvancedFriendsLibrary::GetStoredFriendsList(APlayerController *PlayerCont
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BPF.PresenceInfo.bIsPlaying = pres.bIsPlaying;
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BPF.PresenceInfo.PresenceState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
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// #TODO: Check back in on this in shipping, epic is missing the UTF8_TO_TCHAR call on converting this and its making an invalid string
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// OnlineFriendPresenceInterfaceSteam has the issue
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//BPF.PresenceInfo.StatusString = pres.Status.StatusStr;
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BPF.PresenceInfo.bIsJoinable = pres.bIsJoinable;
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BPF.PresenceInfo.bIsPlayingThisGame = pres.bIsPlayingThisGame;
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@@ -451,6 +451,17 @@ void UAdvancedSessionsLibrary::GetUniqueNetID(APlayerController *PlayerControlle
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}
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}
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void UAdvancedSessionsLibrary::GetUniqueNetIdOfSessionOwner(FBlueprintSessionResult SessionResult, FBPUniqueNetId& UniqueNetId)
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{
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FBPUniqueNetId ReturnID;
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if (SessionResult.OnlineResult.IsValid())
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{
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ReturnID.SetUniqueNetId(SessionResult.OnlineResult.Session.OwningUserId);
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}
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UniqueNetId = ReturnID;
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}
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void UAdvancedSessionsLibrary::GetUniqueNetIDFromPlayerState(APlayerState *PlayerState, FBPUniqueNetId &UniqueNetId)
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{
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if (!PlayerState)
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@@ -83,6 +83,8 @@ void UAutoLoginUserCallbackProxy::OnCompleted(int32 LocalUserNum, bool bWasSucce
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{
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OnFailure.Broadcast();
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}
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return;
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}
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OnFailure.Broadcast();
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@@ -12,7 +12,7 @@ UUpdateSessionCallbackProxyAdvanced::UUpdateSessionCallbackProxyAdvanced(const F
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{
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}
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UUpdateSessionCallbackProxyAdvanced* UUpdateSessionCallbackProxyAdvanced::UpdateSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, int32 PublicConnections, int32 PrivateConnections, bool bUseLAN, bool bAllowInvites, bool bAllowJoinInProgress, bool bRefreshOnlineData, bool bIsDedicatedServer, bool bShouldAdvertise)
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UUpdateSessionCallbackProxyAdvanced* UUpdateSessionCallbackProxyAdvanced::UpdateSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, int32 PublicConnections, int32 PrivateConnections, bool bUseLAN, bool bAllowInvites, bool bAllowJoinInProgress, bool bRefreshOnlineData, bool bIsDedicatedServer, bool bShouldAdvertise, bool bAllowJoinViaPresence, bool bAllowJoinViaPresenceFriendsOnly)
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{
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UUpdateSessionCallbackProxyAdvanced* Proxy = NewObject<UUpdateSessionCallbackProxyAdvanced>();
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Proxy->NumPublicConnections = PublicConnections;
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@@ -25,6 +25,8 @@ UUpdateSessionCallbackProxyAdvanced* UUpdateSessionCallbackProxyAdvanced::Update
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Proxy->bAllowJoinInProgress = bAllowJoinInProgress;
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Proxy->bDedicatedServer = bIsDedicatedServer;
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Proxy->bShouldAdvertise = bShouldAdvertise;
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Proxy->bAllowJoinViaPresence = bAllowJoinViaPresence;
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Proxy->bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
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return Proxy;
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}
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@@ -65,11 +67,14 @@ void UUpdateSessionCallbackProxyAdvanced::Activate()
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Settings->bAllowJoinInProgress = bAllowJoinInProgress;
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Settings->bIsLANMatch = bUseLAN;
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//Settings->bUsesPresence = true;
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//Settings->bAllowJoinViaPresence = true;
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Settings->bAllowInvites = bAllowInvites;
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Settings->bAllowJoinInProgress = bAllowJoinInProgress;
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Settings->bIsDedicated = bDedicatedServer;
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// Added in 5.6
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Settings->bAllowJoinViaPresence = bAllowJoinViaPresence;
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Settings->bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
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FOnlineSessionSetting * fSetting = NULL;
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FOnlineSessionSetting ExtraSetting;
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for (int i = 0; i < ExtraSettings.Num(); i++)
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@@ -5,6 +5,9 @@ public class AdvancedSteamSessions : ModuleRules
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{
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public AdvancedSteamSessions(ReadOnlyTargetRules Target) : base(Target)
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{
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DefaultBuildSettings = BuildSettingsVersion.Latest;
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IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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//bEnforceIWYU = true;
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@@ -42,7 +42,7 @@ MSVC_PRAGMA(warning(pop))
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#endif // USING_CODE_ANALYSIS
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#include <steam/isteamapps.h>
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#include <steam/isteamapplist.h>
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//#include <steam/isteamapplist.h>
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//#include <OnlineSubsystemSteamTypes.h>
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#pragma pop_macro("ARRAY_COUNT")
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@@ -337,8 +337,8 @@ public:
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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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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI", meta = (WorldContext = "WorldContextObject"))
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static bool OpenSteamUserOverlay(UObject* WorldContextObject, const FBPUniqueNetId UniqueNetId, ESteamUserOverlayType DialogType);
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// Returns if the steam overlay is currently active (this can return false during initial overlay hooking)
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UFUNCTION(BlueprintPure, Category = "Online|AdvancedFriends|SteamAPI")
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@@ -1,6 +1,7 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "AdvancedSteamFriendsLibrary.h"
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#include "OnlineSubSystemHeader.h"
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#include "OnlineSubsystemTypes.h"
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#include "Engine/Texture.h"
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#include "Engine/Texture2D.h"
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#include "TextureResource.h"
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@@ -237,7 +238,7 @@ bool UAdvancedSteamFriendsLibrary::RequestSteamFriendInfo(const FBPUniqueNetId U
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}
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bool UAdvancedSteamFriendsLibrary::OpenSteamUserOverlay(const FBPUniqueNetId UniqueNetId, ESteamUserOverlayType DialogType)
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bool UAdvancedSteamFriendsLibrary::OpenSteamUserOverlay(UObject* WorldContextObject,const FBPUniqueNetId UniqueNetId, ESteamUserOverlayType DialogType)
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{
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#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
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if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM)
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@@ -248,13 +249,24 @@ bool UAdvancedSteamFriendsLibrary::OpenSteamUserOverlay(const FBPUniqueNetId Uni
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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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if (DialogType == ESteamUserOverlayType::invitetolobby)
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{
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SteamFriends()->ActivateGameOverlayInviteDialog(id);
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UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
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IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(World);
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if (SessionInterface.IsValid())
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{
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FNamedOnlineSession* CurrentSession = SessionInterface->GetNamedSession(NAME_GameSession);
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if (CurrentSession && CurrentSession->SessionInfo->GetSessionId().IsValid())
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{
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uint64 id = *((uint64*)CurrentSession->SessionInfo->GetSessionId().GetBytes());
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SteamFriends()->ActivateGameOverlayInviteDialog(id);
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}
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}
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}
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else
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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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}
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