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
4 changed files with 148 additions and 0 deletions

10
.gitignore vendored Normal file
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@@ -0,0 +1,10 @@
.hg/
binaries/
deriveddatacache/
.vs/
build/
intermediate/
PACKPLUGIN/
saved/
*.orig

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@@ -0,0 +1,70 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/Engine.h"
#include "Online.h"
#include "OnlineSubsystem.h"
#include "Engine/GameInstance.h"
#include "GameFramework/GameModeBase.h"
#include "GameFramework/GameSession.h"
//#include "UObjectIterator.h"
#include "AdvancedGameSession.generated.h"
/**
A quick wrapper around the game session to add a partial ban implementation. Just bans for the duration of the current session
*/
UCLASS(config = Game, notplaceable)
class AAdvancedGameSession : public AGameSession
{
GENERATED_UCLASS_BODY()
public:
UPROPERTY(Transient)
TMap<FUniqueNetIdRepl, FText> BanList;
virtual bool BanPlayer(class APlayerController* BannedPlayer, const FText& BanReason)
{
if (APlayerState* PlayerState = (BannedPlayer != NULL) ? BannedPlayer->PlayerState : NULL)
{
FUniqueNetIdRepl UniqueNetID = PlayerState->GetUniqueId();
bool bWasKicked = KickPlayer(BannedPlayer, BanReason);
if (bWasKicked)
{
BanList.Add(UniqueNetID, BanReason);
}
return bWasKicked;
}
return false;
}
// This should really be handled in the game mode asking game session, but I didn't want to force a custom game session AND game mode
// If done in the game mode, we could check prior to actually spooling up any player information in ApproveLogin
virtual void PostLogin(APlayerController* NewPlayer) override
{
if (APlayerState* PlayerState = (NewPlayer != NULL) ? NewPlayer->PlayerState : NULL)
{
FUniqueNetIdRepl UniqueNetID = PlayerState->GetUniqueId();
if (BanList.Contains(UniqueNetID))
{
KickPlayer(NewPlayer, BanList[UniqueNetID]);
}
}
}
};
AAdvancedGameSession::AAdvancedGameSession(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}

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@@ -14,6 +14,9 @@
#include "Engine/GameInstance.h"
#include "Interfaces/OnlineSessionInterface.h"
#include "GameFramework/GameModeBase.h"
#include "GameFramework/GameSession.h"
//#include "UObjectIterator.h"
#include "AdvancedSessionsLibrary.generated.h"
@@ -28,6 +31,17 @@ class UAdvancedSessionsLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
//********* Session Admin Functions *************//
// Kick a player from the currently active game session, only available on the server
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions", meta = (WorldContext = "WorldContextObject"))
static bool KickPlayer(UObject* WorldContextObject, APlayerController* PlayerToKick, FText KickReason);
// Ban a player from the currently active game session, only available on the server
// Note that the default gamesession class does not implement an actual ban list and just kicks when this is called
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions", meta = (WorldContext = "WorldContextObject"))
static bool BanPlayer(UObject* WorldContextObject, APlayerController* PlayerToBan, FText BanReason);
//********* Session Search Functions *************//
// Adds or modifies session settings in an existing array depending on if they exist already or not
@@ -185,6 +199,12 @@ public:
// Checks if the stated session subsystem is active
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|Misc")
static bool HasOnlineSubsystem(FName SubSystemName);
//**** Seamless travel Functions ****//
//Exposes Server travel to blueprint
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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@@ -6,6 +6,43 @@
//General Log
DEFINE_LOG_CATEGORY(AdvancedSessionsLog);
bool UAdvancedSessionsLibrary::KickPlayer(UObject* WorldContextObject, APlayerController* PlayerToKick, FText KickReason)
{
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
if (World)
{
if (AGameModeBase* GameMode = World->GetAuthGameMode())
{
if (GameMode->GameSession)
{
return GameMode->GameSession->KickPlayer(PlayerToKick, KickReason);
}
}
}
return false;
}
bool UAdvancedSessionsLibrary::BanPlayer(UObject* WorldContextObject, APlayerController* PlayerToBan, FText BanReason)
{
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
if (World)
{
if (AGameModeBase* GameMode = World->GetAuthGameMode())
{
if (GameMode->GameSession)
{
return GameMode->GameSession->BanPlayer(PlayerToBan, BanReason);
}
}
}
return false;
}
bool UAdvancedSessionsLibrary::IsValidSession(const FBlueprintSessionResult & SessionResult)
{
return SessionResult.OnlineResult.IsValid();
@@ -491,3 +528,14 @@ void UAdvancedSessionsLibrary::GetNumberOfNetworkPlayers(UObject* WorldContextOb
NumNetPlayers = TheWorld->GetGameState()->PlayerArray.Num();
}
bool UAdvancedSessionsLibrary::ServerTravel(UObject* WorldContextObject, const FString& FURL, bool bAbsolute, bool bShouldSkipGameNotify)
{
if (!WorldContextObject) return false;
//using a context object to get the world
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::ReturnNull);
if (!World) return false;
World->ServerTravel(FURL,bAbsolute,bShouldSkipGameNotify);
return true;
}