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https://github.com/mordentral/AdvancedSessionsPlugin.git
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2 Commits
5.7-Previe
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935ac3e628
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935ac3e628 | ||
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30570d3dc5 |
@@ -1,8 +1,8 @@
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{
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{
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"FileVersion": 3,
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"FileVersion": 3,
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"FriendlyName": "Advanced Sessions",
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"FriendlyName": "Advanced Sessions",
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"Version": 5.5,
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"Version": 5.1,
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"VersionName": "5.5",
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"VersionName": "5.1",
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"Description": "Adds new blueprint functions to handle more advanced session operations.",
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"Description": "Adds new blueprint functions to handle more advanced session operations.",
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"Category": "Advanced Sessions Plugin",
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"Category": "Advanced Sessions Plugin",
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"CreatedBy": "Joshua Statzer",
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"CreatedBy": "Joshua Statzer",
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@@ -5,9 +5,6 @@ public class AdvancedSessions : ModuleRules
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{
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{
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public AdvancedSessions(ReadOnlyTargetRules Target) : base(Target)
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public AdvancedSessions(ReadOnlyTargetRules Target) : base(Target)
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{
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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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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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//bEnforceIWYU = true;
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//bEnforceIWYU = true;
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@@ -44,11 +44,6 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedVoiceInterface)
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedVoiceInterface)
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bool bEnableTalkingStatusDelegate;
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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 PostLoad() override;
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virtual void Shutdown() override;
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virtual void Shutdown() override;
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virtual void Init() override;
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virtual void Init() override;
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@@ -57,13 +52,6 @@ public:
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FOnSessionInviteReceivedDelegate SessionInviteReceivedDelegate;
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FOnSessionInviteReceivedDelegate SessionInviteReceivedDelegate;
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FDelegateHandle SessionInviteReceivedDelegateHandle;
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FDelegateHandle SessionInviteReceivedDelegateHandle;
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// custom handle to join directly from steam ui "Join Game"
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FDelegateHandle OnJoinSessionCompleteDelegateHandle;
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// custom Steam UI Join User function #Self invite#
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void OnSessionUserInviteAccepted(const bool bWasSuccessful, const int32 ControllerId, FUniqueNetIdPtr UserId, const FOnlineSessionSearchResult& InviteResult);
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// custom Steam UI function to client travel #Self invite#
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void OnJoinSessionComplete(FName SessionName, EOnJoinSessionCompleteResult::Type Result);
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//const FUniqueNetId& /*UserId*/, const FUniqueNetId& /*FromId*/, const FString& /*AppId*/, const FOnlineSessionSearchResult& /*InviteResult*/
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//const FUniqueNetId& /*UserId*/, const FUniqueNetId& /*FromId*/, const FString& /*AppId*/, const FOnlineSessionSearchResult& /*InviteResult*/
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void OnSessionInviteReceivedMaster(const FUniqueNetId & PersonInvited, const FUniqueNetId & PersonInviting, const FString & AppId, const FOnlineSessionSearchResult& SessionToJoin);
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void OnSessionInviteReceivedMaster(const FUniqueNetId & PersonInvited, const FUniqueNetId & PersonInviting, const FString & AppId, const FOnlineSessionSearchResult& SessionToJoin);
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@@ -160,10 +160,6 @@ public:
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UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
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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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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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// 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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UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
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static void GetUniqueNetIDFromPlayerState(APlayerState *PlayerState, FBPUniqueNetId &UniqueNetId);
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static void GetUniqueNetIDFromPlayerState(APlayerState *PlayerState, FBPUniqueNetId &UniqueNetId);
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@@ -23,14 +23,14 @@ class UCreateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
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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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* 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 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 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 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
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* @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
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* 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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* @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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* @param bUseLobbiesVoiceChatIfAvailable Set to true to setup voice chat lobbies if the API supports it
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* @param bUseLobbiesVoiceChatIfAvailable Set to true to setup voice chat lobbies if the API supports it
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* @param bStartAfterCreate Set to true to start the session after it's created. If false you need to manually call StartSession when ready.
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* @param bStartAfterCreate Set to true to start the session after it's created. If false you need to manually call StartSession when ready.
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*/
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*/
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UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject",AutoCreateRefTerm="ExtraSettings"), Category = "Online|AdvancedSessions")
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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 bUseLobbiesIfAvailable = true, bool bAllowJoinViaPresence = true, bool bAllowJoinViaPresenceFriendsOnly = false, bool bAntiCheatProtected = false, bool bUsesStats = false, bool bShouldAdvertise = true, bool bUseLobbiesVoiceChatIfAvailable = false, bool bStartAfterCreate = true);
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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 bUseLobbiesIfAvailable = true, bool bAllowJoinViaPresence = true, bool bAllowJoinViaPresenceFriendsOnly = false, bool bAntiCheatProtected = false, bool bUsesStats = false, bool bShouldAdvertise = true, bool bUseLobbiesVoiceChatIfAvailable = false, bool bStartAfterCreate = true);
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// UOnlineBlueprintCallProxyBase interface
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// UOnlineBlueprintCallProxyBase interface
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virtual void Activate() override;
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virtual void Activate() override;
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@@ -28,7 +28,7 @@ class UFindSessionsCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
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// Searches for advertised sessions with the default online subsystem and includes an array of filters
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// Searches for advertised sessions with the default online subsystem and includes an array of filters
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UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true", WorldContext = "WorldContextObject", AutoCreateRefTerm="Filters"), Category = "Online|AdvancedSessions")
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UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true", WorldContext = "WorldContextObject", AutoCreateRefTerm="Filters"), Category = "Online|AdvancedSessions")
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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);
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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);
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static bool CompareVariants(const FVariantData &A, const FVariantData &B, EOnlineComparisonOpRedux Comparator);
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static bool CompareVariants(const FVariantData &A, const FVariantData &B, EOnlineComparisonOpRedux Comparator);
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@@ -99,7 +99,7 @@ private:
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bool bSecureServersOnly;
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bool bSecureServersOnly;
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// Search through lobbies
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// Search through lobbies
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//bool bSearchLobbies;
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bool bSearchLobbies;
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// Min slots requires to search
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// Min slots requires to search
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int MinSlotsAvailable;
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int MinSlotsAvailable;
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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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// 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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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, bool bAllowJoinViaPresence = true, bool bAllowJoinViaPresenceFriendsOnly = false);
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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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// UOnlineBlueprintCallProxyBase interface
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// UOnlineBlueprintCallProxyBase interface
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virtual void Activate() override;
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virtual void Activate() override;
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@@ -58,12 +58,6 @@ private:
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// Allow joining in progress
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// Allow joining in progress
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bool bAllowJoinInProgress = true;
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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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// Update whether this is a dedicated server or not
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bool bDedicatedServer = false;
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bool bDedicatedServer = false;
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@@ -20,55 +20,6 @@ UAdvancedFriendsGameInstance::UAdvancedFriendsGameInstance(const FObjectInitiali
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{
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{
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}
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}
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void UAdvancedFriendsGameInstance::OnSessionUserInviteAccepted(const bool bWasSuccessful, const int32 ControllerId, FUniqueNetIdPtr UserId, const FOnlineSessionSearchResult& InviteResult)
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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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SessionInterface->ClearOnJoinSessionCompleteDelegate_Handle(OnJoinSessionCompleteDelegateHandle);
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OnJoinSessionCompleteDelegateHandle = SessionInterface->AddOnJoinSessionCompleteDelegate_Handle(
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FOnJoinSessionCompleteDelegate::CreateUObject(this, &UAdvancedFriendsGameInstance::OnJoinSessionComplete));
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// Temp for 5.5, they aren't filling in the struct correctly
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if (!InviteResult.Session.SessionSettings.bIsDedicated)
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{
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FOnlineSessionSearchResult ModResult = InviteResult;
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ModResult.Session.SessionSettings.bUsesPresence = true;
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ModResult.Session.SessionSettings.bUseLobbiesIfAvailable = true;
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SessionInterface->JoinSession(0, NAME_GameSession, ModResult);
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}
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else
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{
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SessionInterface->JoinSession(0, NAME_GameSession, InviteResult);
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}
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}
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UE_LOG(AdvancedFriendsInterfaceLog, Log, TEXT("Called Join Session for Steam Friends List UI InviteResults: %s, UserId: %s"), *InviteResult.GetSessionIdStr(), *UserId->ToString());
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}
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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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FString ConnectInfo;
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if (SessionInterface->GetResolvedConnectString(NAME_GameSession, ConnectInfo))
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{
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APlayerController* PlayerController = GetFirstLocalPlayerController();
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if (PlayerController)
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{
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PlayerController->ClientTravel(ConnectInfo, ETravelType::TRAVEL_Absolute);
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}
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}
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}
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}
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void UAdvancedFriendsGameInstance::Shutdown()
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void UAdvancedFriendsGameInstance::Shutdown()
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{
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{
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IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(GetWorld());
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IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(GetWorld());
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@@ -83,7 +34,6 @@ void UAdvancedFriendsGameInstance::Shutdown()
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// Clear all of the delegate handles here
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// Clear all of the delegate handles here
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SessionInterface->ClearOnSessionUserInviteAcceptedDelegate_Handle(SessionInviteAcceptedDelegateHandle);
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SessionInterface->ClearOnSessionUserInviteAcceptedDelegate_Handle(SessionInviteAcceptedDelegateHandle);
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SessionInterface->ClearOnSessionInviteReceivedDelegate_Handle(SessionInviteReceivedDelegateHandle);
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SessionInterface->ClearOnSessionInviteReceivedDelegate_Handle(SessionInviteReceivedDelegateHandle);
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SessionInterface->ClearOnJoinSessionCompleteDelegate_Handle(OnJoinSessionCompleteDelegateHandle);
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}
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}
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@@ -130,9 +80,6 @@ void UAdvancedFriendsGameInstance::Init()
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SessionInviteAcceptedDelegateHandle = SessionInterface->AddOnSessionUserInviteAcceptedDelegate_Handle(SessionInviteAcceptedDelegate);
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SessionInviteAcceptedDelegateHandle = SessionInterface->AddOnSessionUserInviteAcceptedDelegate_Handle(SessionInviteAcceptedDelegate);
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SessionInviteReceivedDelegateHandle = SessionInterface->AddOnSessionInviteReceivedDelegate_Handle(SessionInviteReceivedDelegate);
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SessionInviteReceivedDelegateHandle = SessionInterface->AddOnSessionInviteReceivedDelegate_Handle(SessionInviteReceivedDelegate);
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// Custom steam join game delegate
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SessionInterface->OnSessionUserInviteAcceptedDelegates.AddUObject(this, &UAdvancedFriendsGameInstance::OnSessionUserInviteAccepted);
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}
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}
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else
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else
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{
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{
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@@ -324,13 +271,6 @@ void UAdvancedFriendsGameInstance::OnSessionInviteReceivedMaster(const FUniqueNe
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}
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}
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}
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}
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// Temp for 5.5, they aren't filling in the struct correctly
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if (!BluePrintResult.OnlineResult.Session.SessionSettings.bIsDedicated)
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{
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BluePrintResult.OnlineResult.Session.SessionSettings.bUsesPresence = true;
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BluePrintResult.OnlineResult.Session.SessionSettings.bUseLobbiesIfAvailable = true;
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}
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OnSessionInviteReceived(LocalPlayer, PInviting, AppId, BluePrintResult);
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OnSessionInviteReceived(LocalPlayer, PInviting, AppId, BluePrintResult);
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//IAdvancedFriendsInterface* TheInterface = NULL;
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//IAdvancedFriendsInterface* TheInterface = NULL;
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@@ -367,13 +307,6 @@ void UAdvancedFriendsGameInstance::OnSessionInviteAcceptedMaster(const bool bWas
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FBPUniqueNetId PInvited;
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FBPUniqueNetId PInvited;
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PInvited.SetUniqueNetId(PersonInvited);
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PInvited.SetUniqueNetId(PersonInvited);
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// Temp for 5.5, they aren't filling in the struct correctly
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if (!BluePrintResult.OnlineResult.Session.SessionSettings.bIsDedicated)
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{
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BluePrintResult.OnlineResult.Session.SessionSettings.bUsesPresence = true;
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BluePrintResult.OnlineResult.Session.SessionSettings.bUseLobbiesIfAvailable = true;
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}
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OnSessionInviteAccepted(LocalPlayer,PInvited, BluePrintResult);
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OnSessionInviteAccepted(LocalPlayer,PInvited, BluePrintResult);
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APlayerController* Player = UGameplayStatics::GetPlayerController(GetWorld(), LocalPlayer);
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APlayerController* Player = UGameplayStatics::GetPlayerController(GetWorld(), LocalPlayer);
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@@ -138,7 +138,7 @@ void UAdvancedFriendsLibrary::GetFriend(APlayerController *PlayerController, con
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TSharedPtr<FOnlineFriend> fr = FriendsInterface->GetFriend(Player->GetControllerId(), *FriendUniqueNetId.GetUniqueNetId(), EFriendsLists::ToString(EFriendsLists::Default));
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TSharedPtr<FOnlineFriend> fr = FriendsInterface->GetFriend(Player->GetControllerId(), *FriendUniqueNetId.GetUniqueNetId(), EFriendsLists::ToString(EFriendsLists::Default));
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if (fr.IsValid())
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if (fr.IsValid())
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{
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{
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const FOnlineUserPresence& pres = fr->GetPresence();
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FOnlineUserPresence pres = fr->GetPresence();
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Friend.DisplayName = fr->GetDisplayName();
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Friend.DisplayName = fr->GetDisplayName();
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Friend.OnlineState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
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Friend.OnlineState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
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Friend.RealName = fr->GetRealName();
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Friend.RealName = fr->GetRealName();
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@@ -151,10 +151,7 @@ void UAdvancedFriendsLibrary::GetFriend(APlayerController *PlayerController, con
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Friend.PresenceInfo.bIsPlaying = pres.bIsPlaying;
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Friend.PresenceInfo.bIsPlaying = pres.bIsPlaying;
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Friend.PresenceInfo.bIsPlayingThisGame = pres.bIsPlayingThisGame;
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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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Friend.PresenceInfo.PresenceState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
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||||||
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Friend.PresenceInfo.StatusString = pres.Status.StatusStr;
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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;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -250,35 +247,28 @@ void UAdvancedFriendsLibrary::GetStoredFriendsList(APlayerController *PlayerCont
|
|||||||
|
|
||||||
|
|
||||||
TArray< TSharedRef<FOnlineFriend> > FriendList;
|
TArray< TSharedRef<FOnlineFriend> > FriendList;
|
||||||
if (FriendsInterface->GetFriendsList(Player->GetControllerId(), EFriendsLists::ToString((EFriendsLists::Default)), FriendList))
|
FriendsInterface->GetFriendsList(Player->GetControllerId(), EFriendsLists::ToString((EFriendsLists::Default)), FriendList);
|
||||||
{
|
|
||||||
for (int32 i = 0; i < FriendList.Num(); i++)
|
for (int32 i = 0; i < FriendList.Num(); i++)
|
||||||
{
|
{
|
||||||
|
TSharedRef<FOnlineFriend> Friend = FriendList[i];
|
||||||
FBPFriendInfo BPF;
|
FBPFriendInfo BPF;
|
||||||
const FOnlineUserPresence& pres = FriendList[i]->GetPresence();
|
FOnlineUserPresence pres = Friend->GetPresence();
|
||||||
|
|
||||||
BPF.OnlineState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
|
BPF.OnlineState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
|
||||||
BPF.DisplayName = FriendList[i]->GetDisplayName();
|
BPF.DisplayName = Friend->GetDisplayName();
|
||||||
BPF.RealName = FriendList[i]->GetRealName();
|
BPF.RealName = Friend->GetRealName();
|
||||||
BPF.UniqueNetId.SetUniqueNetId(FriendList[i]->GetUserId());
|
BPF.UniqueNetId.SetUniqueNetId(Friend->GetUserId());
|
||||||
BPF.bIsPlayingSameGame = pres.bIsPlayingThisGame;
|
BPF.bIsPlayingSameGame = pres.bIsPlayingThisGame;
|
||||||
|
|
||||||
BPF.PresenceInfo.bIsOnline = pres.bIsOnline;
|
BPF.PresenceInfo.bIsOnline = pres.bIsOnline;
|
||||||
BPF.PresenceInfo.bHasVoiceSupport = pres.bHasVoiceSupport;
|
BPF.PresenceInfo.bHasVoiceSupport = pres.bHasVoiceSupport;
|
||||||
BPF.PresenceInfo.bIsPlaying = pres.bIsPlaying;
|
BPF.PresenceInfo.bIsPlaying = pres.bIsPlaying;
|
||||||
BPF.PresenceInfo.PresenceState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
|
BPF.PresenceInfo.PresenceState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
|
||||||
// #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
|
BPF.PresenceInfo.StatusString = pres.Status.StatusStr;
|
||||||
// OnlineFriendPresenceInterfaceSteam has the issue
|
|
||||||
//BPF.PresenceInfo.StatusString = pres.Status.StatusStr;
|
|
||||||
BPF.PresenceInfo.bIsJoinable = pres.bIsJoinable;
|
BPF.PresenceInfo.bIsJoinable = pres.bIsJoinable;
|
||||||
BPF.PresenceInfo.bIsPlayingThisGame = pres.bIsPlayingThisGame;
|
BPF.PresenceInfo.bIsPlayingThisGame = pres.bIsPlayingThisGame;
|
||||||
|
|
||||||
FriendsList.Add(BPF);
|
FriendsList.Add(BPF);
|
||||||
}
|
}
|
||||||
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriendsList Failed to get any friends!"));
|
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
@@ -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)
|
void UAdvancedSessionsLibrary::GetUniqueNetIDFromPlayerState(APlayerState *PlayerState, FBPUniqueNetId &UniqueNetId)
|
||||||
{
|
{
|
||||||
if (!PlayerState)
|
if (!PlayerState)
|
||||||
|
|||||||
@@ -83,8 +83,6 @@ void UAutoLoginUserCallbackProxy::OnCompleted(int32 LocalUserNum, bool bWasSucce
|
|||||||
{
|
{
|
||||||
OnFailure.Broadcast();
|
OnFailure.Broadcast();
|
||||||
}
|
}
|
||||||
|
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
OnFailure.Broadcast();
|
OnFailure.Broadcast();
|
||||||
|
|||||||
@@ -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 bUseLobbiesIfAvailable, bool bAllowJoinViaPresence, bool bAllowJoinViaPresenceFriendsOnly, bool bAntiCheatProtected, bool bUsesStats, bool bShouldAdvertise, bool bUseLobbiesVoiceChatIfAvailable, bool bStartAfterCreate)
|
||||||
{
|
{
|
||||||
UCreateSessionCallbackProxyAdvanced* Proxy = NewObject<UCreateSessionCallbackProxyAdvanced>();
|
UCreateSessionCallbackProxyAdvanced* Proxy = NewObject<UCreateSessionCallbackProxyAdvanced>();
|
||||||
Proxy->PlayerControllerWeakPtr = PlayerController;
|
Proxy->PlayerControllerWeakPtr = PlayerController;
|
||||||
@@ -24,7 +24,7 @@ UCreateSessionCallbackProxyAdvanced* UCreateSessionCallbackProxyAdvanced::Create
|
|||||||
Proxy->bAllowInvites = bAllowInvites;
|
Proxy->bAllowInvites = bAllowInvites;
|
||||||
Proxy->ExtraSettings = ExtraSettings;
|
Proxy->ExtraSettings = ExtraSettings;
|
||||||
Proxy->bDedicatedServer = bIsDedicatedServer;
|
Proxy->bDedicatedServer = bIsDedicatedServer;
|
||||||
/*Proxy->bUsePresence = bUsePresence;*/
|
Proxy->bUsePresence = bUsePresence;
|
||||||
Proxy->bUseLobbiesIfAvailable = bUseLobbiesIfAvailable;
|
Proxy->bUseLobbiesIfAvailable = bUseLobbiesIfAvailable;
|
||||||
Proxy->bAllowJoinViaPresence = bAllowJoinViaPresence;
|
Proxy->bAllowJoinViaPresence = bAllowJoinViaPresence;
|
||||||
Proxy->bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
|
Proxy->bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
|
||||||
@@ -61,13 +61,13 @@ void UCreateSessionCallbackProxyAdvanced::Activate()
|
|||||||
|
|
||||||
if (bDedicatedServer)
|
if (bDedicatedServer)
|
||||||
{
|
{
|
||||||
Settings.bUseLobbiesIfAvailable = false;
|
|
||||||
Settings.bUsesPresence = false;
|
Settings.bUsesPresence = false;
|
||||||
|
Settings.bUseLobbiesIfAvailable = false;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
Settings.bUsesPresence = bUsePresence;
|
||||||
Settings.bUseLobbiesIfAvailable = bUseLobbiesIfAvailable;
|
Settings.bUseLobbiesIfAvailable = bUseLobbiesIfAvailable;
|
||||||
Settings.bUsesPresence = bUseLobbiesIfAvailable;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Settings.bUseLobbiesVoiceChatIfAvailable = bUseLobbiesIfAvailable ? bUseLobbiesVoiceChatIfAvailable : false;
|
Settings.bUseLobbiesVoiceChatIfAvailable = bUseLobbiesIfAvailable ? bUseLobbiesVoiceChatIfAvailable : false;
|
||||||
|
|||||||
@@ -102,14 +102,6 @@ void UFindFriendSessionCallbackProxy::OnFindFriendSessionCompleted(int32 LocalPl
|
|||||||
{
|
{
|
||||||
FBlueprintSessionResult BSesh;
|
FBlueprintSessionResult BSesh;
|
||||||
BSesh.OnlineResult = Sesh;
|
BSesh.OnlineResult = Sesh;
|
||||||
|
|
||||||
// Temp for 5.5, force the values if epic isn't setting them, lobbies should always have these true
|
|
||||||
if (!BSesh.OnlineResult.Session.SessionSettings.bIsDedicated)
|
|
||||||
{
|
|
||||||
BSesh.OnlineResult.Session.SessionSettings.bUseLobbiesIfAvailable = true;
|
|
||||||
BSesh.OnlineResult.Session.SessionSettings.bUsesPresence = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
Result.Add(BSesh);
|
Result.Add(BSesh);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -16,7 +16,7 @@ UFindSessionsCallbackProxyAdvanced::UFindSessionsCallbackProxyAdvanced(const FOb
|
|||||||
bIsOnSecondSearch = false;
|
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, bool bSearchLobbies, int MinSlotsAvailable)
|
||||||
{
|
{
|
||||||
UFindSessionsCallbackProxyAdvanced* Proxy = NewObject<UFindSessionsCallbackProxyAdvanced>();
|
UFindSessionsCallbackProxyAdvanced* Proxy = NewObject<UFindSessionsCallbackProxyAdvanced>();
|
||||||
Proxy->PlayerControllerWeakPtr = PlayerController;
|
Proxy->PlayerControllerWeakPtr = PlayerController;
|
||||||
@@ -28,7 +28,7 @@ UFindSessionsCallbackProxyAdvanced* UFindSessionsCallbackProxyAdvanced::FindSess
|
|||||||
Proxy->bEmptyServersOnly = bEmptyServersOnly,
|
Proxy->bEmptyServersOnly = bEmptyServersOnly,
|
||||||
Proxy->bNonEmptyServersOnly = bNonEmptyServersOnly;
|
Proxy->bNonEmptyServersOnly = bNonEmptyServersOnly;
|
||||||
Proxy->bSecureServersOnly = bSecureServersOnly;
|
Proxy->bSecureServersOnly = bSecureServersOnly;
|
||||||
//Proxy->bSearchLobbies = bSearchLobbies;
|
Proxy->bSearchLobbies = bSearchLobbies;
|
||||||
Proxy->MinSlotsAvailable = MinSlotsAvailable;
|
Proxy->MinSlotsAvailable = MinSlotsAvailable;
|
||||||
return Proxy;
|
return Proxy;
|
||||||
}
|
}
|
||||||
@@ -86,6 +86,7 @@ void UFindSessionsCallbackProxyAdvanced::Activate()
|
|||||||
/** #define SEARCH_SWITCH_SELECTION_METHOD FName(TEXT("SWITCHSELECTIONMETHOD"))*/
|
/** #define SEARCH_SWITCH_SELECTION_METHOD FName(TEXT("SWITCHSELECTIONMETHOD"))*/
|
||||||
/** Whether to use lobbies vs sessions */
|
/** Whether to use lobbies vs sessions */
|
||||||
/** #define SEARCH_LOBBIES FName(TEXT("LOBBYSEARCH"))*/
|
/** #define SEARCH_LOBBIES FName(TEXT("LOBBYSEARCH"))*/
|
||||||
|
|
||||||
if (bEmptyServersOnly)
|
if (bEmptyServersOnly)
|
||||||
tem.Set(SEARCH_EMPTY_SERVERS_ONLY, true, EOnlineComparisonOp::Equals);
|
tem.Set(SEARCH_EMPTY_SERVERS_ONLY, true, EOnlineComparisonOp::Equals);
|
||||||
|
|
||||||
@@ -113,9 +114,9 @@ void UFindSessionsCallbackProxyAdvanced::Activate()
|
|||||||
|
|
||||||
case EBPServerPresenceSearchType::ClientServersOnly:
|
case EBPServerPresenceSearchType::ClientServersOnly:
|
||||||
{
|
{
|
||||||
//tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
|
tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
|
||||||
|
|
||||||
//if (bSearchLobbies)// && !IOnlineSubsystem::DoesInstanceExist("STEAM"))
|
if (bSearchLobbies && !IOnlineSubsystem::DoesInstanceExist("STEAM"))
|
||||||
tem.Set(SEARCH_LOBBIES, true, EOnlineComparisonOp::Equals);
|
tem.Set(SEARCH_LOBBIES, true, EOnlineComparisonOp::Equals);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
@@ -139,9 +140,9 @@ void UFindSessionsCallbackProxyAdvanced::Activate()
|
|||||||
|
|
||||||
FOnlineSearchSettingsEx DedicatedOnly = tem;
|
FOnlineSearchSettingsEx DedicatedOnly = tem;
|
||||||
|
|
||||||
//tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
|
tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
|
||||||
|
|
||||||
//if (bSearchLobbies)// && !IOnlineSubsystem::DoesInstanceExist("STEAM"))
|
if (bSearchLobbies && !IOnlineSubsystem::DoesInstanceExist("STEAM"))
|
||||||
tem.Set(SEARCH_LOBBIES, true, EOnlineComparisonOp::Equals);
|
tem.Set(SEARCH_LOBBIES, true, EOnlineComparisonOp::Equals);
|
||||||
|
|
||||||
//DedicatedOnly.Set(SEARCH_DEDICATED_ONLY, true, EOnlineComparisonOp::Equals);
|
//DedicatedOnly.Set(SEARCH_DEDICATED_ONLY, true, EOnlineComparisonOp::Equals);
|
||||||
@@ -224,14 +225,6 @@ void UFindSessionsCallbackProxyAdvanced::OnCompleted(bool bSuccess)
|
|||||||
|
|
||||||
FBlueprintSessionResult BPResult;
|
FBlueprintSessionResult BPResult;
|
||||||
BPResult.OnlineResult = Result;
|
BPResult.OnlineResult = Result;
|
||||||
|
|
||||||
// Temp for 5.5, force the values if epic isn't setting them, lobbies should always have these true
|
|
||||||
if (ServerSearchType != EBPServerPresenceSearchType::DedicatedServersOnly )
|
|
||||||
{
|
|
||||||
BPResult.OnlineResult.Session.SessionSettings.bUseLobbiesIfAvailable = true;
|
|
||||||
BPResult.OnlineResult.Session.SessionSettings.bUsesPresence = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
SessionSearchResults.AddUnique(BPResult);
|
SessionSearchResults.AddUnique(BPResult);
|
||||||
}
|
}
|
||||||
if (!bRunSecondSearch)
|
if (!bRunSecondSearch)
|
||||||
|
|||||||
@@ -76,32 +76,30 @@ void UGetFriendsCallbackProxy::OnReadFriendsListCompleted(int32 LocalUserNum, bo
|
|||||||
|
|
||||||
TArray<FBPFriendInfo> FriendsListOut;
|
TArray<FBPFriendInfo> FriendsListOut;
|
||||||
TArray< TSharedRef<FOnlineFriend> > FriendList;
|
TArray< TSharedRef<FOnlineFriend> > FriendList;
|
||||||
if (Friends->GetFriendsList(LocalUserNum, ListName, FriendList))
|
Friends->GetFriendsList(LocalUserNum, ListName, FriendList);
|
||||||
{
|
|
||||||
for (int32 i = 0; i < FriendList.Num(); i++)
|
for (int32 i = 0; i < FriendList.Num(); i++)
|
||||||
{
|
{
|
||||||
|
TSharedRef<FOnlineFriend> Friend = FriendList[i];
|
||||||
FBPFriendInfo BPF;
|
FBPFriendInfo BPF;
|
||||||
const FOnlineUserPresence& pres = FriendList[i]->GetPresence();
|
FOnlineUserPresence pres = Friend->GetPresence();
|
||||||
BPF.OnlineState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
|
BPF.OnlineState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
|
||||||
BPF.DisplayName = FriendList[i]->GetDisplayName();
|
BPF.DisplayName = Friend->GetDisplayName();
|
||||||
BPF.RealName = FriendList[i]->GetRealName();
|
BPF.RealName = Friend->GetRealName();
|
||||||
BPF.UniqueNetId.SetUniqueNetId(FriendList[i]->GetUserId());
|
BPF.UniqueNetId.SetUniqueNetId(Friend->GetUserId());
|
||||||
BPF.bIsPlayingSameGame = pres.bIsPlayingThisGame;
|
BPF.bIsPlayingSameGame = pres.bIsPlayingThisGame;
|
||||||
|
|
||||||
BPF.PresenceInfo.bIsOnline = pres.bIsOnline;
|
BPF.PresenceInfo.bIsOnline = pres.bIsOnline;
|
||||||
BPF.PresenceInfo.bHasVoiceSupport = pres.bHasVoiceSupport;
|
BPF.PresenceInfo.bHasVoiceSupport = pres.bHasVoiceSupport;
|
||||||
BPF.PresenceInfo.bIsPlaying = pres.bIsPlaying;
|
BPF.PresenceInfo.bIsPlaying = pres.bIsPlaying;
|
||||||
BPF.PresenceInfo.PresenceState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
|
BPF.PresenceInfo.PresenceState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
|
||||||
|
BPF.PresenceInfo.StatusString = pres.Status.StatusStr;
|
||||||
// #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
|
|
||||||
//BPF.PresenceInfo.StatusString = pres.Status.StatusStr;
|
|
||||||
BPF.PresenceInfo.bIsJoinable = pres.bIsJoinable;
|
BPF.PresenceInfo.bIsJoinable = pres.bIsJoinable;
|
||||||
BPF.PresenceInfo.bIsPlayingThisGame = pres.bIsPlayingThisGame;
|
BPF.PresenceInfo.bIsPlayingThisGame = pres.bIsPlayingThisGame;
|
||||||
|
|
||||||
|
|
||||||
FriendsListOut.Add(BPF);
|
FriendsListOut.Add(BPF);
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
OnSuccess.Broadcast(FriendsListOut);
|
OnSuccess.Broadcast(FriendsListOut);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -12,7 +12,7 @@ UUpdateSessionCallbackProxyAdvanced::UUpdateSessionCallbackProxyAdvanced(const F
|
|||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
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)
|
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)
|
||||||
{
|
{
|
||||||
UUpdateSessionCallbackProxyAdvanced* Proxy = NewObject<UUpdateSessionCallbackProxyAdvanced>();
|
UUpdateSessionCallbackProxyAdvanced* Proxy = NewObject<UUpdateSessionCallbackProxyAdvanced>();
|
||||||
Proxy->NumPublicConnections = PublicConnections;
|
Proxy->NumPublicConnections = PublicConnections;
|
||||||
@@ -25,8 +25,6 @@ UUpdateSessionCallbackProxyAdvanced* UUpdateSessionCallbackProxyAdvanced::Update
|
|||||||
Proxy->bAllowJoinInProgress = bAllowJoinInProgress;
|
Proxy->bAllowJoinInProgress = bAllowJoinInProgress;
|
||||||
Proxy->bDedicatedServer = bIsDedicatedServer;
|
Proxy->bDedicatedServer = bIsDedicatedServer;
|
||||||
Proxy->bShouldAdvertise = bShouldAdvertise;
|
Proxy->bShouldAdvertise = bShouldAdvertise;
|
||||||
Proxy->bAllowJoinViaPresence = bAllowJoinViaPresence;
|
|
||||||
Proxy->bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
|
|
||||||
return Proxy;
|
return Proxy;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -67,14 +65,11 @@ void UUpdateSessionCallbackProxyAdvanced::Activate()
|
|||||||
Settings->bAllowJoinInProgress = bAllowJoinInProgress;
|
Settings->bAllowJoinInProgress = bAllowJoinInProgress;
|
||||||
Settings->bIsLANMatch = bUseLAN;
|
Settings->bIsLANMatch = bUseLAN;
|
||||||
//Settings->bUsesPresence = true;
|
//Settings->bUsesPresence = true;
|
||||||
|
//Settings->bAllowJoinViaPresence = true;
|
||||||
Settings->bAllowInvites = bAllowInvites;
|
Settings->bAllowInvites = bAllowInvites;
|
||||||
Settings->bAllowJoinInProgress = bAllowJoinInProgress;
|
Settings->bAllowJoinInProgress = bAllowJoinInProgress;
|
||||||
Settings->bIsDedicated = bDedicatedServer;
|
Settings->bIsDedicated = bDedicatedServer;
|
||||||
|
|
||||||
// Added in 5.6
|
|
||||||
Settings->bAllowJoinViaPresence = bAllowJoinViaPresence;
|
|
||||||
Settings->bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
|
|
||||||
|
|
||||||
FOnlineSessionSetting * fSetting = NULL;
|
FOnlineSessionSetting * fSetting = NULL;
|
||||||
FOnlineSessionSetting ExtraSetting;
|
FOnlineSessionSetting ExtraSetting;
|
||||||
for (int i = 0; i < ExtraSettings.Num(); i++)
|
for (int i = 0; i < ExtraSettings.Num(); i++)
|
||||||
|
|||||||
@@ -2,8 +2,8 @@
|
|||||||
"FileVersion" : 3,
|
"FileVersion" : 3,
|
||||||
|
|
||||||
"FriendlyName" : "Advanced Steam Sessions",
|
"FriendlyName" : "Advanced Steam Sessions",
|
||||||
"Version" : 5.4,
|
"Version" : 5.1,
|
||||||
"VersionName": "5.4",
|
"VersionName": "5.1",
|
||||||
"Description" : "Adds new blueprint functions to handle more advanced session operations in Steam. REQUIRES ADVANCED SESSIONS",
|
"Description" : "Adds new blueprint functions to handle more advanced session operations in Steam. REQUIRES ADVANCED SESSIONS",
|
||||||
"Category" : "Advanced Sessions Plugin",
|
"Category" : "Advanced Sessions Plugin",
|
||||||
"CreatedBy" : "Joshua Statzer",
|
"CreatedBy" : "Joshua Statzer",
|
||||||
@@ -14,7 +14,7 @@
|
|||||||
{
|
{
|
||||||
"Name": "AdvancedSteamSessions",
|
"Name": "AdvancedSteamSessions",
|
||||||
"Type": "RunTime",
|
"Type": "RunTime",
|
||||||
"LoadingPhase": "PostDefault"
|
"LoadingPhase": "Default"
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"Plugins": [
|
"Plugins": [
|
||||||
@@ -26,10 +26,6 @@
|
|||||||
"Name": "OnlineSubsystem",
|
"Name": "OnlineSubsystem",
|
||||||
"Enabled": true
|
"Enabled": true
|
||||||
},
|
},
|
||||||
{
|
|
||||||
"Name": "OnlineSubsystemSteam",
|
|
||||||
"Enabled": true
|
|
||||||
},
|
|
||||||
{
|
{
|
||||||
"Name": "OnlineSubsystemUtils",
|
"Name": "OnlineSubsystemUtils",
|
||||||
"Enabled": true
|
"Enabled": true
|
||||||
|
|||||||
@@ -5,9 +5,6 @@ public class AdvancedSteamSessions : ModuleRules
|
|||||||
{
|
{
|
||||||
public AdvancedSteamSessions(ReadOnlyTargetRules Target) : base(Target)
|
public AdvancedSteamSessions(ReadOnlyTargetRules Target) : base(Target)
|
||||||
{
|
{
|
||||||
DefaultBuildSettings = BuildSettingsVersion.Latest;
|
|
||||||
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
|
|
||||||
|
|
||||||
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
|
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
|
||||||
//bEnforceIWYU = true;
|
//bEnforceIWYU = true;
|
||||||
|
|
||||||
@@ -18,8 +15,7 @@ public class AdvancedSteamSessions : ModuleRules
|
|||||||
|
|
||||||
if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Linux) || (Target.Platform == UnrealTargetPlatform.Mac))
|
if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Linux) || (Target.Platform == UnrealTargetPlatform.Mac))
|
||||||
{
|
{
|
||||||
PublicDependencyModuleNames.AddRange(new string[] { "SteamShared", "Steamworks", "OnlineSubsystemSteam" });
|
PublicDependencyModuleNames.AddRange(new string[] { "SteamShared", "Steamworks"/*, "OnlineSubsystemSteam"*/ });
|
||||||
AddEngineThirdPartyPrivateStaticDependencies(Target, "Steamworks");
|
|
||||||
//PublicIncludePaths.AddRange(new string[] { "../Plugins/Online/OnlineSubsystemSteam/Source/Private" });// This is dumb but it isn't very open
|
//PublicIncludePaths.AddRange(new string[] { "../Plugins/Online/OnlineSubsystemSteam/Source/Private" });// This is dumb but it isn't very open
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -42,7 +42,7 @@ MSVC_PRAGMA(warning(pop))
|
|||||||
#endif // USING_CODE_ANALYSIS
|
#endif // USING_CODE_ANALYSIS
|
||||||
|
|
||||||
#include <steam/isteamapps.h>
|
#include <steam/isteamapps.h>
|
||||||
//#include <steam/isteamapplist.h>
|
#include <steam/isteamapplist.h>
|
||||||
//#include <OnlineSubsystemSteamTypes.h>
|
//#include <OnlineSubsystemSteamTypes.h>
|
||||||
#pragma pop_macro("ARRAY_COUNT")
|
#pragma pop_macro("ARRAY_COUNT")
|
||||||
|
|
||||||
@@ -337,8 +337,8 @@ public:
|
|||||||
static bool RequestSteamFriendInfo(const FBPUniqueNetId UniqueNetId, bool bRequireNameOnly = false);
|
static bool RequestSteamFriendInfo(const FBPUniqueNetId UniqueNetId, bool bRequireNameOnly = false);
|
||||||
|
|
||||||
// Opens the steam overlay to go to the specified user dialog
|
// Opens the steam overlay to go to the specified user dialog
|
||||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI", meta = (WorldContext = "WorldContextObject"))
|
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
|
||||||
static bool OpenSteamUserOverlay(UObject* WorldContextObject, const FBPUniqueNetId UniqueNetId, ESteamUserOverlayType DialogType);
|
static bool OpenSteamUserOverlay(const FBPUniqueNetId UniqueNetId, ESteamUserOverlayType DialogType);
|
||||||
|
|
||||||
// Returns if the steam overlay is currently active (this can return false during initial overlay hooking)
|
// Returns if the steam overlay is currently active (this can return false during initial overlay hooking)
|
||||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedFriends|SteamAPI")
|
UFUNCTION(BlueprintPure, Category = "Online|AdvancedFriends|SteamAPI")
|
||||||
|
|||||||
@@ -1,11 +1,6 @@
|
|||||||
// Fill out your copyright notice in the Description page of Project Settings.
|
// Fill out your copyright notice in the Description page of Project Settings.
|
||||||
#include "AdvancedSteamFriendsLibrary.h"
|
#include "AdvancedSteamFriendsLibrary.h"
|
||||||
#include "OnlineSubSystemHeader.h"
|
#include "OnlineSubSystemHeader.h"
|
||||||
#include "OnlineSubsystemTypes.h"
|
|
||||||
#include "Engine/Texture.h"
|
|
||||||
#include "Engine/Texture2D.h"
|
|
||||||
#include "TextureResource.h"
|
|
||||||
#include "PixelFormat.h"
|
|
||||||
|
|
||||||
//General Log
|
//General Log
|
||||||
DEFINE_LOG_CATEGORY(AdvancedSteamFriendsLog);
|
DEFINE_LOG_CATEGORY(AdvancedSteamFriendsLog);
|
||||||
@@ -238,7 +233,7 @@ bool UAdvancedSteamFriendsLibrary::RequestSteamFriendInfo(const FBPUniqueNetId U
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
bool UAdvancedSteamFriendsLibrary::OpenSteamUserOverlay(UObject* WorldContextObject,const FBPUniqueNetId UniqueNetId, ESteamUserOverlayType DialogType)
|
bool UAdvancedSteamFriendsLibrary::OpenSteamUserOverlay(const FBPUniqueNetId UniqueNetId, ESteamUserOverlayType DialogType)
|
||||||
{
|
{
|
||||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||||
if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM)
|
if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM)
|
||||||
@@ -249,24 +244,13 @@ bool UAdvancedSteamFriendsLibrary::OpenSteamUserOverlay(UObject* WorldContextObj
|
|||||||
|
|
||||||
if (SteamAPI_Init())
|
if (SteamAPI_Init())
|
||||||
{
|
{
|
||||||
|
uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes());
|
||||||
if (DialogType == ESteamUserOverlayType::invitetolobby)
|
if (DialogType == ESteamUserOverlayType::invitetolobby)
|
||||||
{
|
{
|
||||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
|
||||||
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(World);
|
|
||||||
if (SessionInterface.IsValid())
|
|
||||||
{
|
|
||||||
FNamedOnlineSession* CurrentSession = SessionInterface->GetNamedSession(NAME_GameSession);
|
|
||||||
|
|
||||||
if (CurrentSession && CurrentSession->SessionInfo->GetSessionId().IsValid())
|
|
||||||
{
|
|
||||||
uint64 id = *((uint64*)CurrentSession->SessionInfo->GetSessionId().GetBytes());
|
|
||||||
SteamFriends()->ActivateGameOverlayInviteDialog(id);
|
SteamFriends()->ActivateGameOverlayInviteDialog(id);
|
||||||
}
|
}
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes());
|
|
||||||
FString DialogName = EnumToString("ESteamUserOverlayType", (uint8)DialogType);
|
FString DialogName = EnumToString("ESteamUserOverlayType", (uint8)DialogType);
|
||||||
SteamFriends()->ActivateGameOverlayToUser(TCHAR_TO_ANSI(*DialogName), id);
|
SteamFriends()->ActivateGameOverlayToUser(TCHAR_TO_ANSI(*DialogName), id);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -20,10 +20,10 @@ void UAdvancedSteamWorkshopLibrary::GetNumSubscribedWorkshopItems(int32 & Number
|
|||||||
UE_LOG(AdvancedSteamWorkshopLog, Warning, TEXT("Error in GetNumSubscribedWorkshopItemCount : SteamAPI is not Inited!"));
|
UE_LOG(AdvancedSteamWorkshopLog, Warning, TEXT("Error in GetNumSubscribedWorkshopItemCount : SteamAPI is not Inited!"));
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
#else
|
#endif
|
||||||
|
|
||||||
UE_LOG(AdvancedSteamWorkshopLog, Warning, TEXT("Error in GetNumSubscribedWorkshopItemCount : Called on an incompatible platform"));
|
UE_LOG(AdvancedSteamWorkshopLog, Warning, TEXT("Error in GetNumSubscribedWorkshopItemCount : Called on an incompatible platform"));
|
||||||
return;
|
return;
|
||||||
#endif
|
|
||||||
}
|
}
|
||||||
|
|
||||||
TArray<FBPSteamWorkshopID> UAdvancedSteamWorkshopLibrary::GetSubscribedWorkshopItems(int32 & NumberOfItems)
|
TArray<FBPSteamWorkshopID> UAdvancedSteamWorkshopLibrary::GetSubscribedWorkshopItems(int32 & NumberOfItems)
|
||||||
@@ -62,8 +62,8 @@ TArray<FBPSteamWorkshopID> UAdvancedSteamWorkshopLibrary::GetSubscribedWorkshopI
|
|||||||
UE_LOG(AdvancedSteamWorkshopLog, Warning, TEXT("Error in GetSubscribedWorkshopItemCount : SteamAPI is not Inited!"));
|
UE_LOG(AdvancedSteamWorkshopLog, Warning, TEXT("Error in GetSubscribedWorkshopItemCount : SteamAPI is not Inited!"));
|
||||||
return outArray;
|
return outArray;
|
||||||
}
|
}
|
||||||
#else
|
#endif
|
||||||
|
|
||||||
UE_LOG(AdvancedSteamWorkshopLog, Warning, TEXT("Error in GetSubscribedWorkshopItemCount : Called on an incompatible platform"));
|
UE_LOG(AdvancedSteamWorkshopLog, Warning, TEXT("Error in GetSubscribedWorkshopItemCount : Called on an incompatible platform"));
|
||||||
return outArray;
|
return outArray;
|
||||||
#endif
|
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user