1 Commits

Author SHA1 Message Date
mordentral
1c3e3b143b Creating 4.16 locked branch
Former-commit-id: 79eaea35412f68ccb0723efdd4c0b87dbea279a0
2017-08-07 12:48:46 -04:00
68 changed files with 4410 additions and 6218 deletions

2
.gitattributes vendored
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* text=auto
*.bat eol=crlf

10
.gitignore vendored
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.hg/
binaries/
deriveddatacache/
.vs/
build/
intermediate/
PACKPLUGIN/
saved/
*.orig

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{ {
"FileVersion": 3, "FileVersion" : 3,
"FriendlyName": "Advanced Sessions",
"Version": 5.5, "FriendlyName" : "Advanced Sessions",
"VersionName": "5.5", "Version" : 1.9,
"Description": "Adds new blueprint functions to handle more advanced session operations.", "VersionName": "1.9",
"Category": "Advanced Sessions Plugin", "Description" : "Adds new blueprint functions to handle more advanced session operations.",
"CreatedBy": "Joshua Statzer", "Category" : "Advanced Sessions Plugin",
"CreatedByURL": "N/A", "CreatedBy" : "Joshua Statzer",
"Modules": [ "CreatedByURL" : "N/A",
{
"Name": "AdvancedSessions", "Modules" :
"Type": "Runtime", [
"LoadingPhase": "PreDefault" {
} "Name" : "AdvancedSessions",
], "Type" : "RunTime",
"Plugins": [ "LoadingPhase" : "PreDefault"
{ }
"Name": "OnlineSubsystem", ]
"Enabled": true
},
{
"Name": "OnlineSubsystemUtils",
"Enabled": true
}
],
"DocsURL": "",
"MarketplaceURL": "",
"SupportURL": "",
"CanContainContent": false,
"IsBetaVersion": false,
"IsExperimentalVersion": false,
"Installed": false
} }

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[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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using UnrealBuildTool; using UnrealBuildTool;
using System.IO; using System.IO;
public class AdvancedSessions : ModuleRules public class AdvancedSessions : ModuleRules
{ {
public AdvancedSessions(ReadOnlyTargetRules Target) : base(Target) public AdvancedSessions(ReadOnlyTargetRules Target) : base(Target)
{ {
DefaultBuildSettings = BuildSettingsVersion.Latest; PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest; //bEnforceIWYU = true;
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; Definitions.Add("WITH_ADVANCED_SESSIONS=1");
//bEnforceIWYU = true;
PrivateIncludePaths.AddRange(new string[] { "AdvancedSessions/Private"/*, "OnlineSubsystemSteam/Private"*/ });
PublicDefinitions.Add("WITH_ADVANCED_SESSIONS=1"); PublicIncludePaths.AddRange(new string[] { "AdvancedSessions/Public" });
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "OnlineSubsystem", "CoreUObject", "OnlineSubsystemUtils", "Networking", "Sockets"/*"Voice", "OnlineSubsystemSteam"*/ });
// PrivateIncludePaths.AddRange(new string[] { "AdvancedSessions/Private"/*, "OnlineSubsystemSteam/Private"*/ }); PrivateDependencyModuleNames.AddRange(new string[] { "OnlineSubsystem", "Sockets", "Networking", "OnlineSubsystemUtils" /*"Voice", "Steamworks","OnlineSubsystemSteam"*/});
// PublicIncludePaths.AddRange(new string[] { "AdvancedSessions/Public" }); }
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "OnlineSubsystem", "CoreUObject", "OnlineSubsystemUtils", "Networking", "Sockets"/*"Voice", "OnlineSubsystemSteam"*/ });
}
} }

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// Fill out your copyright notice in the Description page of Project Settings. // Fill out your copyright notice in the Description page of Project Settings.
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "BlueprintDataDefinitions.h" #include "BlueprintDataDefinitions.h"
#include "Kismet/BlueprintFunctionLibrary.h" #include "Kismet/BlueprintFunctionLibrary.h"
#include "Online.h" #include "Online.h"
#include "Engine/LocalPlayer.h" #include "Engine/LocalPlayer.h"
#include "OnlineSubsystem.h" #include "OnlineSubsystem.h"
#include "BlueprintDataDefinitions.h" #include "BlueprintDataDefinitions.h"
//#include "OnlineFriendsInterface.h" //#include "OnlineFriendsInterface.h"
//#include "OnlineUserInterface.h" //#include "OnlineUserInterface.h"
//#include "OnlineMessageInterface.h" //#include "OnlineMessageInterface.h"
//#include "OnlinePresenceInterface.h" //#include "OnlinePresenceInterface.h"
//#include "Engine/GameInstance.h" //#include "Engine/GameInstance.h"
#include "Interfaces/OnlineSessionInterface.h" #include "OnlineSessionInterface.h"
//#include "UObjectIterator.h" //#include "UObjectIterator.h"
#include "AdvancedExternalUILibrary.generated.h" #include "AdvancedExternalUILibrary.generated.h"
//General Advanced Sessions Log //General Advanced Sessions Log
DECLARE_LOG_CATEGORY_EXTERN(AdvancedExternalUILog, Log, All); DECLARE_LOG_CATEGORY_EXTERN(AdvancedExternalUILog, Log, All);
UCLASS() UCLASS()
class UAdvancedExternalUILibrary : public UBlueprintFunctionLibrary class UAdvancedExternalUILibrary : public UBlueprintFunctionLibrary
{ {
GENERATED_BODY() GENERATED_BODY()
public: public:
//********* External UI Functions *************// //********* External UI Functions *************//
// Show the UI that handles the Friends list // Show the UI that handles the Friends list
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedExternalUI", meta = (ExpandEnumAsExecs = "Result", WorldContext = "WorldContextObject")) UFUNCTION(BlueprintCallable, Category = "Online|AdvancedExternalUI", meta = (ExpandEnumAsExecs = "Result"))
static void ShowFriendsUI(UObject* WorldContextObject, APlayerController *PlayerController, EBlueprintResultSwitch &Result); static void ShowFriendsUI(APlayerController *PlayerController, EBlueprintResultSwitch &Result);
// Show the UI that handles inviting people to your game // Show the UI that handles inviting people to your game
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedExternalUI", meta = (ExpandEnumAsExecs = "Result", WorldContext = "WorldContextObject")) UFUNCTION(BlueprintCallable, Category = "Online|AdvancedExternalUI", meta = (ExpandEnumAsExecs = "Result"))
static void ShowInviteUI(UObject* WorldContextObject, APlayerController *PlayerController, EBlueprintResultSwitch &Result); static void ShowInviteUI(APlayerController *PlayerController, EBlueprintResultSwitch &Result);
// Show the UI that shows the leaderboard (doesn't work with steam) // Show the UI that shows the leaderboard (doesn't work with steam)
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedExternalUI", meta = (ExpandEnumAsExecs = "Result", WorldContext = "WorldContextObject")) UFUNCTION(BlueprintCallable, Category = "Online|AdvancedExternalUI", meta = (ExpandEnumAsExecs = "Result"))
static void ShowLeaderBoardUI(UObject* WorldContextObject, FString LeaderboardName, EBlueprintResultSwitch &Result); static void ShowLeaderBoardUI(FString LeaderboardName, EBlueprintResultSwitch &Result);
// Show the UI that shows a web URL // Show the UI that shows a web URL
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedExternalUI", meta = (ExpandEnumAsExecs = "Result", AutoCreateRefTerm = "AllowedDomains", WorldContext = "WorldContextObject")) UFUNCTION(BlueprintCallable, Category = "Online|AdvancedExternalUI", meta = (ExpandEnumAsExecs = "Result", AutoCreateRefTerm = "AllowedDomains"))
static void ShowWebURLUI(UObject* WorldContextObject, FString URLToShow, EBlueprintResultSwitch &Result, TArray<FString>& AllowedDomains, bool bEmbedded = false , bool bShowBackground = false, bool bShowCloseButton = false, int32 OffsetX = 0, int32 OffsetY = 0, int32 SizeX = 0, int32 SizeY = 0); static void ShowWebURLUI(FString URLToShow, EBlueprintResultSwitch &Result, TArray<FString>& AllowedDomains, bool bEmbedded = false , bool bShowBackground = false, bool bShowCloseButton = false, int32 OffsetX = 0, int32 OffsetY = 0, int32 SizeX = 0, int32 SizeY = 0);
// Show the UI that shows a web URL // Show the UI that shows a web URL
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedExternalUI", meta = (WorldContext = "WorldContextObject")) UFUNCTION(BlueprintCallable, Category = "Online|AdvancedExternalUI")
static void CloseWebURLUI(UObject* WorldContextObject); static void CloseWebURLUI();
// Show the UI that shows the profile of a uniquenetid // Show the UI that shows the profile of a uniquenetid
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedExternalUI", meta = (ExpandEnumAsExecs = "Result", WorldContext = "WorldContextObject")) UFUNCTION(BlueprintCallable, Category = "Online|AdvancedExternalUI", meta = (ExpandEnumAsExecs = "Result"))
static void ShowProfileUI(UObject* WorldContextObject, const FBPUniqueNetId PlayerViewingProfile, const FBPUniqueNetId PlayerToViewProfileOf, EBlueprintResultSwitch &Result); static void ShowProfileUI(const FBPUniqueNetId PlayerViewingProfile, const FBPUniqueNetId PlayerToViewProfileOf, EBlueprintResultSwitch &Result);
// Show the UI that shows the account upgrade UI (doesn't work with steam) // Show the UI that shows the account upgrade UI (doesn't work with steam)
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedExternalUI", meta = (ExpandEnumAsExecs = "Result", WorldContext = "WorldContextObject")) UFUNCTION(BlueprintCallable, Category = "Online|AdvancedExternalUI", meta = (ExpandEnumAsExecs = "Result"))
static void ShowAccountUpgradeUI(UObject* WorldContextObject, const FBPUniqueNetId PlayerRequestingAccountUpgradeUI, EBlueprintResultSwitch &Result); static void ShowAccountUpgradeUI(const FBPUniqueNetId PlayerRequestingAccountUpgradeUI, EBlueprintResultSwitch &Result);
}; };

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// Fill out your copyright notice in the Description page of Project Settings. // Fill out your copyright notice in the Description page of Project Settings.
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "Engine/Engine.h" #include "BlueprintDataDefinitions.h"
#include "BlueprintDataDefinitions.h" #include "Kismet/BlueprintFunctionLibrary.h"
#include "Kismet/BlueprintFunctionLibrary.h" #include "Online.h"
#include "Online.h" #include "OnlineSubsystem.h"
#include "OnlineSubsystem.h" #include "OnlineFriendsInterface.h"
#include "Interfaces/OnlineFriendsInterface.h" #include "OnlineUserInterface.h"
#include "Interfaces/OnlineUserInterface.h" #include "OnlineMessageInterface.h"
#include "Interfaces/OnlineMessageInterface.h" #include "OnlinePresenceInterface.h"
#include "Interfaces/OnlinePresenceInterface.h" #include "Engine/GameInstance.h"
#include "Engine/GameInstance.h" #include "Engine/LocalPlayer.h"
#include "Engine/LocalPlayer.h" #include "OnlineSessionInterface.h"
#include "Interfaces/OnlineSessionInterface.h" #include "OnlineSessionSettings.h"
#include "OnlineSessionSettings.h" #include "UObjectIterator.h"
#include "UObject/UObjectIterator.h" #include "AdvancedFriendsInterface.h"
#include "AdvancedFriendsInterface.h"
#include "AdvancedFriendsGameInstance.generated.h"
#include "AdvancedFriendsGameInstance.generated.h"
//General Advanced Sessions Log
//General Advanced Sessions Log DECLARE_LOG_CATEGORY_EXTERN(AdvancedFriendsInterfaceLog, Log, All);
DECLARE_LOG_CATEGORY_EXTERN(AdvancedFriendsInterfaceLog, Log, All);
UCLASS()
UCLASS() class ADVANCEDSESSIONS_API UAdvancedFriendsGameInstance : public UGameInstance
class ADVANCEDSESSIONS_API UAdvancedFriendsGameInstance : public UGameInstance {
{ GENERATED_BODY()
GENERATED_BODY() public:
public:
UAdvancedFriendsGameInstance(const FObjectInitializer& ObjectInitializer);
UAdvancedFriendsGameInstance(const FObjectInitializer& ObjectInitializer);
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface) bool bCallFriendInterfaceEventsOnPlayerControllers;
bool bCallFriendInterfaceEventsOnPlayerControllers;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface) bool bCallIdentityInterfaceEventsOnPlayerControllers;
bool bCallIdentityInterfaceEventsOnPlayerControllers;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface) bool bCallVoiceInterfaceEventsOnPlayerControllers;
bool bCallVoiceInterfaceEventsOnPlayerControllers;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedVoiceInterface)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedVoiceInterface) bool bEnableTalkingStatusDelegate;
bool bEnableTalkingStatusDelegate;
//virtual void PostLoad() override;
// If true we will auto travel to a game session when an invite is received. virtual void Shutdown() override;
// This can get in the way of Beacon Sessions, you may want to disable it. virtual void Init() override;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
bool bAutoTravelOnAcceptedUserInviteReceived = true; //*** Session invite received by local ***//
FOnSessionInviteReceivedDelegate SessionInviteReceivedDelegate;
//virtual void PostLoad() override; FDelegateHandle SessionInviteReceivedDelegateHandle;
virtual void Shutdown() override;
virtual void Init() override; //const FUniqueNetId& /*UserId*/, const FUniqueNetId& /*FromId*/, const FString& /*AppId*/, const FOnlineSessionSearchResult& /*InviteResult*/
void OnSessionInviteReceivedMaster(const FUniqueNetId & PersonInvited, const FUniqueNetId & PersonInviting, const FString & AppId, const FOnlineSessionSearchResult& SessionToJoin);
//*** Session invite received by local ***//
FOnSessionInviteReceivedDelegate SessionInviteReceivedDelegate; // After a session invite has been accepted by the local player this event is triggered, call JoinSession on the session result to join it
FDelegateHandle SessionInviteReceivedDelegateHandle; UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
void OnSessionInviteReceived(int32 LocalPlayerNum, FBPUniqueNetId PersonInviting, const FString& AppId, const FBlueprintSessionResult& SessionToJoin);
// custom handle to join directly from steam ui "Join Game"
FDelegateHandle OnJoinSessionCompleteDelegateHandle; //*** Session invite accepted by local ***//
// custom Steam UI Join User function #Self invite# FOnSessionUserInviteAcceptedDelegate SessionInviteAcceptedDelegate;
void OnSessionUserInviteAccepted(const bool bWasSuccessful, const int32 ControllerId, FUniqueNetIdPtr UserId, const FOnlineSessionSearchResult& InviteResult); FDelegateHandle SessionInviteAcceptedDelegateHandle;
// custom Steam UI function to client travel #Self invite#
void OnJoinSessionComplete(FName SessionName, EOnJoinSessionCompleteResult::Type Result); void OnSessionInviteAcceptedMaster(const bool bWasSuccessful, int32 LocalPlayer, TSharedPtr<const FUniqueNetId> PersonInviting, const FOnlineSessionSearchResult& SessionToJoin);
//const FUniqueNetId& /*UserId*/, const FUniqueNetId& /*FromId*/, const FString& /*AppId*/, const FOnlineSessionSearchResult& /*InviteResult*/ // After a session invite has been accepted by the local player this event is triggered, call JoinSession on the session result to join it
void OnSessionInviteReceivedMaster(const FUniqueNetId & PersonInvited, const FUniqueNetId & PersonInviting, const FString & AppId, const FOnlineSessionSearchResult& SessionToJoin); UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
void OnSessionInviteAccepted(int32 LocalPlayerNum, FBPUniqueNetId PersonInvited, const FBlueprintSessionResult& SessionToJoin);
// After a session invite has been accepted by the local player this event is triggered, call JoinSession on the session result to join it
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
void OnSessionInviteReceived(int32 LocalPlayerNum, FBPUniqueNetId PersonInviting, const FString& AppId, const FBlueprintSessionResult& SessionToJoin); // After a voice status has changed this event is triggered if the bEnableTalkingStatusDelegate property is true
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedVoice")
//*** Session invite accepted by local ***// void OnPlayerTalkingStateChanged(FBPUniqueNetId PlayerId, bool bIsTalking);
FOnSessionUserInviteAcceptedDelegate SessionInviteAcceptedDelegate;
FDelegateHandle SessionInviteAcceptedDelegateHandle; void OnPlayerTalkingStateChangedMaster(TSharedRef<const FUniqueNetId> PlayerId, bool bIsTalking);
void OnSessionInviteAcceptedMaster(const bool bWasSuccessful, int32 LocalPlayer, TSharedPtr<const FUniqueNetId> PersonInviting, const FOnlineSessionSearchResult& SessionToJoin); FOnPlayerTalkingStateChangedDelegate PlayerTalkingStateChangedDelegate;
FDelegateHandle PlayerTalkingStateChangedDelegateHandle;
// After a session invite has been accepted by the local player this event is triggered, call JoinSession on the session result to join it
// This function is currently not hooked up in any of Epics default subsystems, it is here for custom subsystems
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends") // Called when the designated LocalUser has changed login state
void OnSessionInviteAccepted(int32 LocalPlayerNum, FBPUniqueNetId PersonInvited, const FBlueprintSessionResult& SessionToJoin); UFUNCTION(BlueprintImplementableEvent , Category = "AdvancedIdentity", meta = (DisplayName = "OnPlayerLoginChanged"))
void OnPlayerLoginChanged(int32 PlayerNum);
// After a voice status has changed this event is triggered if the bEnableTalkingStatusDelegate property is true void OnPlayerLoginChangedMaster(int32 PlayerNum);
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedVoice") FOnLoginChangedDelegate PlayerLoginChangedDelegate;
void OnPlayerTalkingStateChanged(FBPUniqueNetId PlayerId, bool bIsTalking); FDelegateHandle PlayerLoginChangedDelegateHandle;
void OnPlayerTalkingStateChangedMaster(TSharedRef<const FUniqueNetId> PlayerId, bool bIsTalking); // Called when the designated LocalUser has changed login status
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedIdentity", meta = (DisplayName = "OnPlayerLoginStatusChanged"))
FOnPlayerTalkingStateChangedDelegate PlayerTalkingStateChangedDelegate; void OnPlayerLoginStatusChanged(int32 PlayerNum, EBPLoginStatus PreviousStatus, EBPLoginStatus NewStatus, FBPUniqueNetId NewPlayerUniqueNetID);
FDelegateHandle PlayerTalkingStateChangedDelegateHandle;
void OnPlayerLoginStatusChangedMaster(int32 PlayerNum, ELoginStatus::Type PreviousStatus, ELoginStatus::Type NewStatus, const FUniqueNetId & NewPlayerUniqueNetID);
FOnLoginStatusChangedDelegate PlayerLoginStatusChangedDelegate;
// Called when the designated LocalUser has changed login state FDelegateHandle PlayerLoginStatusChangedDelegateHandle;
UFUNCTION(BlueprintImplementableEvent , Category = "AdvancedIdentity", meta = (DisplayName = "OnPlayerLoginChanged"))
void OnPlayerLoginChanged(int32 PlayerNum);
//*** Session Invite Received From Friend ***//
void OnPlayerLoginChangedMaster(int32 PlayerNum); // REMOVED BECAUSE IT NEVER GETS CALLED
FOnLoginChangedDelegate PlayerLoginChangedDelegate; /*FOnSessionInviteReceivedDelegate SessionInviteReceivedDelegate;
FDelegateHandle PlayerLoginChangedDelegateHandle; FDelegateHandle SessionInviteReceivedDelegateHandle;
// Called when the designated LocalUser has changed login status void OnSessionInviteReceivedMaster(const FUniqueNetId &InvitedPlayer, const FUniqueNetId &FriendInviting, const FOnlineSessionSearchResult& Session);
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedIdentity", meta = (DisplayName = "OnPlayerLoginStatusChanged"))
void OnPlayerLoginStatusChanged(int32 PlayerNum, EBPLoginStatus PreviousStatus, EBPLoginStatus NewStatus, FBPUniqueNetId NewPlayerUniqueNetID); // After a session invite has been sent from a friend this event is triggered, call JoinSession on the session result to join it
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
void OnPlayerLoginStatusChangedMaster(int32 PlayerNum, ELoginStatus::Type PreviousStatus, ELoginStatus::Type NewStatus, const FUniqueNetId & NewPlayerUniqueNetID); void OnSessionInviteReceived(const FBPUniqueNetId &InvitedPlayer, const FBPUniqueNetId &FriendInviting, const FBlueprintSessionResult &Session);
FOnLoginStatusChangedDelegate PlayerLoginStatusChangedDelegate; */
FDelegateHandle PlayerLoginStatusChangedDelegateHandle;
//*** Friend Invite Accepted ***//
/*FOnInviteAcceptedDelegate FriendInviteAcceptedDelegate;
//*** Session Invite Received From Friend ***// FDelegateHandle FriendInviteAcceptedDelegateHandle;
// REMOVED BECAUSE IT NEVER GETS CALLED
/*FOnSessionInviteReceivedDelegate SessionInviteReceivedDelegate; void OnFriendInviteAcceptedDelegateMaster(const FUniqueNetId& LocalPlayer, const FUniqueNetId &PlayerInvited);
FDelegateHandle SessionInviteReceivedDelegateHandle;
// After a session invite has been accepted by a friend this event is triggered
void OnSessionInviteReceivedMaster(const FUniqueNetId &InvitedPlayer, const FUniqueNetId &FriendInviting, const FOnlineSessionSearchResult& Session); UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
void OnFriendInviteAccepted(const FBPUniqueNetId &InvitedPlayer, const FBPUniqueNetId &PlayerInvited);
// After a session invite has been sent from a friend this event is triggered, call JoinSession on the session result to join it */
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
void OnSessionInviteReceived(const FBPUniqueNetId &InvitedPlayer, const FBPUniqueNetId &FriendInviting, const FBlueprintSessionResult &Session); //*** Friend Invite Rejected ***//
*/ /*FOnInviteRejectedDelegate SessionInviteRejectedByFriendDelegate;
FDelegateHandle InviteRejectedByFriendDelegateHandle;
//*** Friend Invite Accepted ***//
/*FOnInviteAcceptedDelegate FriendInviteAcceptedDelegate; void OnFriendInviteRejectedDelegateMaster(const FUniqueNetId& LocalPlayer, const FUniqueNetId &PlayerDeclined);
FDelegateHandle FriendInviteAcceptedDelegateHandle;
// After a friend invite has been rejected this event is triggered
void OnFriendInviteAcceptedDelegateMaster(const FUniqueNetId& LocalPlayer, const FUniqueNetId &PlayerInvited); UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
void OnFriendInviteRejected(const FBPUniqueNetId &InvitedPlayer, const FBPUniqueNetId &PlayerDeclined);
// After a session invite has been accepted by a friend this event is triggered */
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
void OnFriendInviteAccepted(const FBPUniqueNetId &InvitedPlayer, const FBPUniqueNetId &PlayerInvited); //*** Removed By Friend ***//
*/ /*FOnFriendRemovedDelegate RemovedByFriendDelegate;
FDelegateHandle RemovedByFriendDelegateHandle;
//*** Friend Invite Rejected ***//
/*FOnInviteRejectedDelegate SessionInviteRejectedByFriendDelegate; void OnRemovedByFriendDelegateMaster(const FUniqueNetId& LocalPlayer, const FUniqueNetId &FriendRemoved);
FDelegateHandle InviteRejectedByFriendDelegateHandle;
// After a friend removed the player this event is triggered
void OnFriendInviteRejectedDelegateMaster(const FUniqueNetId& LocalPlayer, const FUniqueNetId &PlayerDeclined); UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
void OnRemovedByFriend(const FBPUniqueNetId &InvitedPlayer, const FBPUniqueNetId &FriendRemoved);*/
// After a friend invite has been rejected this event is triggered };
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
void OnFriendInviteRejected(const FBPUniqueNetId &InvitedPlayer, const FBPUniqueNetId &PlayerDeclined);
*/
//*** Removed By Friend ***//
/*FOnFriendRemovedDelegate RemovedByFriendDelegate;
FDelegateHandle RemovedByFriendDelegateHandle;
void OnRemovedByFriendDelegateMaster(const FUniqueNetId& LocalPlayer, const FUniqueNetId &FriendRemoved);
// After a friend removed the player this event is triggered
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
void OnRemovedByFriend(const FBPUniqueNetId &InvitedPlayer, const FBPUniqueNetId &FriendRemoved);*/
};

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// Fill out your copyright notice in the Description page of Project Settings. // Fill out your copyright notice in the Description page of Project Settings.
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h" #include "Kismet/BlueprintFunctionLibrary.h"
#include "Online.h" #include "Online.h"
#include "OnlineSubsystem.h" #include "OnlineSubsystem.h"
#include "Interfaces/OnlineFriendsInterface.h" #include "OnlineFriendsInterface.h"
#include "Interfaces/OnlineUserInterface.h" #include "OnlineUserInterface.h"
#include "Interfaces/OnlineMessageInterface.h" #include "OnlineMessageInterface.h"
#include "Interfaces/OnlinePresenceInterface.h" #include "OnlinePresenceInterface.h"
#include "Engine/GameInstance.h" #include "Engine/GameInstance.h"
#include "Interfaces/OnlineSessionInterface.h" #include "OnlineSessionInterface.h"
#include "OnlineSessionSettings.h" #include "OnlineSessionSettings.h"
#include "UObject/UObjectIterator.h" #include "UObjectIterator.h"
#include "BlueprintDataDefinitions.h" #include "BlueprintDataDefinitions.h"
#include "AdvancedFriendsInterface.generated.h" #include "AdvancedFriendsInterface.generated.h"
UINTERFACE(MinimalAPI) UINTERFACE(MinimalAPI)
class UAdvancedFriendsInterface : public UInterface class UAdvancedFriendsInterface : public UInterface
{ {
GENERATED_UINTERFACE_BODY() GENERATED_UINTERFACE_BODY()
}; };
class IAdvancedFriendsInterface class IAdvancedFriendsInterface
{ {
GENERATED_IINTERFACE_BODY() GENERATED_IINTERFACE_BODY()
public: public:
// Called when the designated LocalUser has accepted a session invite, use JoinSession on result to connect // Called when the designated LocalUser has accepted a session invite, use JoinSession on result to connect
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "OnSessionInviteReceived")) UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "OnSessionInviteReceived"))
void OnSessionInviteReceived(FBPUniqueNetId PersonInviting, const FBlueprintSessionResult& SearchResult); void OnSessionInviteReceived(FBPUniqueNetId PersonInviting, const FBlueprintSessionResult& SearchResult);
// Called when the designated LocalUser has accepted a session invite, use JoinSession on result to connect // Called when the designated LocalUser has accepted a session invite, use JoinSession on result to connect
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "OnSessionInviteAccepted")) UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "OnSessionInviteAccepted"))
void OnSessionInviteAccepted(FBPUniqueNetId PersonInvited, const FBlueprintSessionResult& SearchResult); void OnSessionInviteAccepted(FBPUniqueNetId PersonInvited, const FBlueprintSessionResult& SearchResult);
// Called when the designated LocalUser has accepted a session invite, use JoinSession on result to connect // Called when the designated LocalUser has accepted a session invite, use JoinSession on result to connect
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "OnPlayerVoiceStateChanged")) UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "OnPlayerVoiceStateChanged"))
void OnPlayerVoiceStateChanged(FBPUniqueNetId PlayerId, bool bIsTalking); void OnPlayerVoiceStateChanged(FBPUniqueNetId PlayerId, bool bIsTalking);
// Called when the designated LocalUser has changed login state // Called when the designated LocalUser has changed login state
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "OnPlayerLoginChanged")) UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "OnPlayerLoginChanged"))
void OnPlayerLoginChanged(int32 PlayerNum); void OnPlayerLoginChanged(int32 PlayerNum);
// Called when the designated LocalUser has changed login state // Called when the designated LocalUser has changed login state
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "OnPlayerLoginStatusChanged")) UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "OnPlayerLoginStatusChanged"))
void OnPlayerLoginStatusChanged(EBPLoginStatus PreviousStatus, EBPLoginStatus NewStatus, FBPUniqueNetId PlayerUniqueNetID); void OnPlayerLoginStatusChanged(EBPLoginStatus PreviousStatus, EBPLoginStatus NewStatus, FBPUniqueNetId PlayerUniqueNetID);
// REMOVED BECAUSE IT WAS NEVER BEING CALLED // REMOVED BECAUSE IT WAS NEVER BEING CALLED
// Called when the designated LocalUser has received a session invite, use JoinSession on result to connect // Called when the designated LocalUser has received a session invite, use JoinSession on result to connect
//UFUNCTION(BlueprintImplementableEvent, meta = (FriendlyName = "OnSessionInviteReceived")) //UFUNCTION(BlueprintImplementableEvent, meta = (FriendlyName = "OnSessionInviteReceived"))
//void OnSessionInviteReceived(const FBPUniqueNetId &FriendInviting, const FBlueprintSessionResult &Session); //void OnSessionInviteReceived(const FBPUniqueNetId &FriendInviting, const FBlueprintSessionResult &Session);
}; };

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// Fill out your copyright notice in the Description page of Project Settings. // Fill out your copyright notice in the Description page of Project Settings.
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "BlueprintDataDefinitions.h" #include "BlueprintDataDefinitions.h"
#include "Kismet/BlueprintFunctionLibrary.h" #include "Kismet/BlueprintFunctionLibrary.h"
#include "Online.h" #include "Online.h"
#include "Engine/LocalPlayer.h" #include "Engine/LocalPlayer.h"
#include "OnlineSubsystem.h" #include "OnlineSubsystem.h"
#include "Interfaces/OnlineFriendsInterface.h" #include "OnlineFriendsInterface.h"
#include "Interfaces/OnlineUserInterface.h" #include "OnlineUserInterface.h"
#include "Interfaces/OnlineMessageInterface.h" #include "OnlineMessageInterface.h"
#include "Interfaces/OnlinePresenceInterface.h" #include "OnlinePresenceInterface.h"
#include "Engine/GameInstance.h" #include "Engine/GameInstance.h"
#include "Interfaces/OnlineSessionInterface.h" #include "OnlineSessionInterface.h"
#include "UObject/UObjectIterator.h" #include "UObjectIterator.h"
#include "AdvancedFriendsLibrary.generated.h" #include "AdvancedFriendsLibrary.generated.h"
//General Advanced Sessions Log //General Advanced Sessions Log
DECLARE_LOG_CATEGORY_EXTERN(AdvancedFriendsLog, Log, All); DECLARE_LOG_CATEGORY_EXTERN(AdvancedFriendsLog, Log, All);
UCLASS() UCLASS()
class UAdvancedFriendsLibrary : public UBlueprintFunctionLibrary class UAdvancedFriendsLibrary : public UBlueprintFunctionLibrary
{ {
GENERATED_BODY() GENERATED_BODY()
public: public:
//********* Friend List Functions *************// //********* Friend List Functions *************//
// Sends an Invite to the current online session to a list of friends // Sends an Invite to the current online session to a list of friends
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList", meta = (ExpandEnumAsExecs = "Result")) UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList", meta = (ExpandEnumAsExecs = "Result"))
static void SendSessionInviteToFriends(APlayerController *PlayerController, const TArray<FBPUniqueNetId> &Friends, EBlueprintResultSwitch &Result); static void SendSessionInviteToFriends(APlayerController *PlayerController, const TArray<FBPUniqueNetId> &Friends, EBlueprintResultSwitch &Result);
// Sends an Invite to the current online session to a friend // Sends an Invite to the current online session to a friend
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList", meta = (ExpandEnumAsExecs = "Result")) UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList", meta = (ExpandEnumAsExecs = "Result"))
static void SendSessionInviteToFriend(APlayerController *PlayerController, const FBPUniqueNetId &FriendUniqueNetId, EBlueprintResultSwitch &Result); static void SendSessionInviteToFriend(APlayerController *PlayerController, const FBPUniqueNetId &FriendUniqueNetId, EBlueprintResultSwitch &Result);
// Get a friend from the previously read/saved friends list (Must Call GetFriends first for this to return anything) // Get a friend from the previously read/saved friends list (Must Call GetFriends first for this to return anything)
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList") UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList")
static void GetFriend(APlayerController *PlayerController, const FBPUniqueNetId FriendUniqueNetId, FBPFriendInfo &Friend); static void GetFriend(APlayerController *PlayerController, const FBPUniqueNetId FriendUniqueNetId, FBPFriendInfo &Friend);
// Get the previously read/saved friends list (Must Call GetFriends first for this to return anything) // Get the previously read/saved friends list (Must Call GetFriends first for this to return anything)
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList") UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList")
static void GetStoredFriendsList(APlayerController *PlayerController, TArray<FBPFriendInfo> &FriendsList); static void GetStoredFriendsList(APlayerController *PlayerController, TArray<FBPFriendInfo> &FriendsList);
// Get the previously read/saved recent players list (Must Call GetRecentPlayers first for this to return anything) // Get the previously read/saved recent players list (Must Call GetRecentPlayers first for this to return anything)
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|RecentPlayersList") UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|RecentPlayersList")
static void GetStoredRecentPlayersList(FBPUniqueNetId UniqueNetId, TArray<FBPOnlineRecentPlayer> &PlayersList); static void GetStoredRecentPlayersList(FBPUniqueNetId UniqueNetId, TArray<FBPOnlineRecentPlayer> &PlayersList);
// Check if a UniqueNetId is a friend // Check if a UniqueNetId is a friend
UFUNCTION(BlueprintPure, Category = "Online|AdvancedFriends|FriendsList") UFUNCTION(BlueprintPure, Category = "Online|AdvancedFriends|FriendsList")
static void IsAFriend(APlayerController *PlayerController, const FBPUniqueNetId UniqueNetId, bool &IsFriend); static void IsAFriend(APlayerController *PlayerController, const FBPUniqueNetId UniqueNetId, bool &IsFriend);
}; };

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@@ -1,71 +0,0 @@
// 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 "GameFramework/PlayerState.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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@@ -1,81 +1,81 @@
// Fill out your copyright notice in the Description page of Project Settings. // Fill out your copyright notice in the Description page of Project Settings.
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "BlueprintDataDefinitions.h" #include "BlueprintDataDefinitions.h"
#include "Kismet/BlueprintFunctionLibrary.h" #include "Kismet/BlueprintFunctionLibrary.h"
#include "Online.h" #include "Online.h"
#include "OnlineSubsystem.h" #include "OnlineSubsystem.h"
#include "Interfaces/OnlineIdentityInterface.h" #include "OnlineIdentityInterface.h"
#include "Interfaces/OnlineUserInterface.h" #include "OnlineUserInterface.h"
#include "Interfaces/OnlinePresenceInterface.h" #include "OnlinePresenceInterface.h"
#include "Engine/GameInstance.h" #include "Engine/GameInstance.h"
#include "Engine/LocalPlayer.h" #include "Engine/LocalPlayer.h"
#include "UObject/UObjectIterator.h" #include "UObjectIterator.h"
#include "AdvancedIdentityLibrary.generated.h" #include "AdvancedIdentityLibrary.generated.h"
//General Advanced Sessions Log //General Advanced Sessions Log
DECLARE_LOG_CATEGORY_EXTERN(AdvancedIdentityLog, Log, All); DECLARE_LOG_CATEGORY_EXTERN(AdvancedIdentityLog, Log, All);
UCLASS() UCLASS()
class UAdvancedIdentityLibrary : public UBlueprintFunctionLibrary class UAdvancedIdentityLibrary : public UBlueprintFunctionLibrary
{ {
GENERATED_BODY() GENERATED_BODY()
public: public:
//********* Identity Functions *************// //********* Identity Functions *************//
// Get the login status of a local player // Get the login status of a local player
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity", meta = (ExpandEnumAsExecs = "Result", WorldContext = "WorldContextObject")) UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity", meta = (ExpandEnumAsExecs = "Result"))
static void GetLoginStatus(UObject* WorldContextObject, const FBPUniqueNetId & UniqueNetID, EBPLoginStatus & LoginStatus, EBlueprintResultSwitch &Result); static void GetLoginStatus(const FBPUniqueNetId & UniqueNetID, EBPLoginStatus & LoginStatus, EBlueprintResultSwitch &Result);
// Get the auth token for a local player // Get the auth token for a local player
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity", meta = (ExpandEnumAsExecs = "Result", WorldContext = "WorldContextObject")) UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity", meta = (ExpandEnumAsExecs = "Result"))
static void GetPlayerAuthToken(UObject* WorldContextObject, APlayerController * PlayerController, FString & AuthToken, EBlueprintResultSwitch &Result); static void GetPlayerAuthToken(APlayerController * PlayerController, FString & AuthToken, EBlueprintResultSwitch &Result);
// Get a players nickname // Get a players nickname
UFUNCTION(BlueprintPure, Category = "Online|AdvancedIdentity", meta = (WorldContext = "WorldContextObject")) UFUNCTION(BlueprintPure, Category = "Online|AdvancedIdentity")
static void GetPlayerNickname(UObject* WorldContextObject, const FBPUniqueNetId & UniqueNetID, FString & PlayerNickname); static void GetPlayerNickname(const FBPUniqueNetId & UniqueNetID, FString & PlayerNickname);
//********* User Account Functions *************// //********* User Account Functions *************//
// Get a users account // Get a users account
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity|UserAccount", meta = (ExpandEnumAsExecs = "Result", WorldContext = "WorldContextObject")) UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity|UserAccount", meta = (ExpandEnumAsExecs = "Result"))
static void GetUserAccount(UObject* WorldContextObject, const FBPUniqueNetId & UniqueNetId, FBPUserOnlineAccount & AccountInfo, EBlueprintResultSwitch &Result); static void GetUserAccount(const FBPUniqueNetId & UniqueNetId, FBPUserOnlineAccount & AccountInfo, EBlueprintResultSwitch &Result);
// Get all known users accounts // Get all known users accounts
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity|UserAccount", meta = (ExpandEnumAsExecs = "Result", WorldContext = "WorldContextObject")) UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity|UserAccount", meta = (ExpandEnumAsExecs = "Result"))
static void GetAllUserAccounts(UObject* WorldContextObject, TArray<FBPUserOnlineAccount> & AccountInfos, EBlueprintResultSwitch &Result); static void GetAllUserAccounts(TArray<FBPUserOnlineAccount> & AccountInfos, EBlueprintResultSwitch &Result);
// Get a user account access token // Get a user account access token
UFUNCTION(BlueprintPure, Category = "Online|AdvancedIdentity|UserAccount") UFUNCTION(BlueprintPure, Category = "Online|AdvancedIdentity|UserAccount")
static void GetUserAccountAccessToken(const FBPUserOnlineAccount & AccountInfo, FString & AccessToken); static void GetUserAccountAccessToken(const FBPUserOnlineAccount & AccountInfo, FString & AccessToken);
// Get a user account Auth attribute (depends on subsystem) // Get a user account Auth attribute (depends on subsystem)
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity|UserAccount", meta = (ExpandEnumAsExecs = "Result")) UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity|UserAccount", meta = (ExpandEnumAsExecs = "Result"))
static void GetUserAccountAuthAttribute(const FBPUserOnlineAccount & AccountInfo, const FString & AttributeName, FString & AuthAttribute, EBlueprintResultSwitch &Result); static void GetUserAccountAuthAttribute(const FBPUserOnlineAccount & AccountInfo, const FString & AttributeName, FString & AuthAttribute, EBlueprintResultSwitch &Result);
// Set a user account attribute (depends on subsystem) // Set a user account attribute (depends on subsystem)
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity|UserAccount", meta = (ExpandEnumAsExecs = "Result")) UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity|UserAccount", meta = (ExpandEnumAsExecs = "Result"))
static void SetUserAccountAttribute(const FBPUserOnlineAccount & AccountInfo, const FString & AttributeName, const FString & NewAttributeValue, EBlueprintResultSwitch &Result); static void SetUserAccountAttribute(const FBPUserOnlineAccount & AccountInfo, const FString & AttributeName, const FString & NewAttributeValue, EBlueprintResultSwitch &Result);
// Get user ID // Get user ID
UFUNCTION(BlueprintPure, Category = "Online|AdvancedIdentity|UserAccount") UFUNCTION(BlueprintPure, Category = "Online|AdvancedIdentity|UserAccount")
static void GetUserID(const FBPUserOnlineAccount & AccountInfo, FBPUniqueNetId & UniqueNetID); static void GetUserID(const FBPUserOnlineAccount & AccountInfo, FBPUniqueNetId & UniqueNetID);
// Get user accounts real name if possible // Get user accounts real name if possible
UFUNCTION(BlueprintPure, Category = "Online|AdvancedIdentity|UserAccount") UFUNCTION(BlueprintPure, Category = "Online|AdvancedIdentity|UserAccount")
static void GetUserAccountRealName(const FBPUserOnlineAccount & AccountInfo, FString & UserName); static void GetUserAccountRealName(const FBPUserOnlineAccount & AccountInfo, FString & UserName);
// Get user account display name if possible // Get user account display name if possible
UFUNCTION(BlueprintPure, Category = "Online|AdvancedIdentity|UserAccount") UFUNCTION(BlueprintPure, Category = "Online|AdvancedIdentity|UserAccount")
static void GetUserAccountDisplayName(const FBPUserOnlineAccount & AccountInfo, FString & DisplayName); static void GetUserAccountDisplayName(const FBPUserOnlineAccount & AccountInfo, FString & DisplayName);
// Get user account attribute (depends on subsystem) // Get user account attribute (depends on subsystem)
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity|UserAccount", meta = (ExpandEnumAsExecs = "Result")) UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity|UserAccount", meta = (ExpandEnumAsExecs = "Result"))
static void GetUserAccountAttribute(const FBPUserOnlineAccount & AccountInfo, const FString & AttributeName, FString & AttributeValue, EBlueprintResultSwitch &Result); static void GetUserAccountAttribute(const FBPUserOnlineAccount & AccountInfo, const FString & AttributeName, FString & AttributeValue, EBlueprintResultSwitch &Result);
}; };

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@@ -1,11 +1,11 @@
#pragma once #pragma once
#include "Modules/ModuleManager.h" #include "ModuleManager.h"
class AdvancedSessions : public IModuleInterface class AdvancedSessions : public IModuleInterface
{ {
public: public:
/** IModuleInterface implementation */ /** IModuleInterface implementation */
void StartupModule(); void StartupModule();
void ShutdownModule(); void ShutdownModule();
}; };

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@@ -2,22 +2,18 @@
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "Engine/Engine.h"
#include "BlueprintDataDefinitions.h" #include "BlueprintDataDefinitions.h"
#include "Kismet/BlueprintFunctionLibrary.h" #include "Kismet/BlueprintFunctionLibrary.h"
#include "Online.h" #include "Online.h"
#include "OnlineSubsystem.h" #include "OnlineSubsystem.h"
#include "Interfaces/OnlineFriendsInterface.h" #include "OnlineFriendsInterface.h"
#include "Interfaces/OnlineUserInterface.h" #include "OnlineUserInterface.h"
#include "Interfaces/OnlineMessageInterface.h" #include "OnlineMessageInterface.h"
#include "Interfaces/OnlinePresenceInterface.h" #include "OnlinePresenceInterface.h"
#include "Engine/GameInstance.h" #include "Engine/GameInstance.h"
#include "Interfaces/OnlineSessionInterface.h" #include "OnlineSessionInterface.h"
#include "GameFramework/GameModeBase.h" #include "UObjectIterator.h"
#include "GameFramework/GameSession.h"
//#include "UObjectIterator.h"
#include "AdvancedSessionsLibrary.generated.h" #include "AdvancedSessionsLibrary.generated.h"
@@ -31,17 +27,6 @@ class UAdvancedSessionsLibrary : public UBlueprintFunctionLibrary
{ {
GENERATED_BODY() GENERATED_BODY()
public: 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 *************// //********* Session Search Functions *************//
// Adds or modifies session settings in an existing array depending on if they exist already or not // Adds or modifies session settings in an existing array depending on if they exist already or not
@@ -53,16 +38,16 @@ public:
static void GetExtraSettings(FBlueprintSessionResult SessionResult, TArray<FSessionPropertyKeyPair> & ExtraSettings); static void GetExtraSettings(FBlueprintSessionResult SessionResult, TArray<FSessionPropertyKeyPair> & ExtraSettings);
// Get the current session state // Get the current session state
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (WorldContext = "WorldContextObject")) UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo")
static void GetSessionState(UObject* WorldContextObject, EBPOnlineSessionState &SessionState); static void GetSessionState(EBPOnlineSessionState &SessionState);
// Get the current session settings // Get the current session settings
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "Result", WorldContext = "WorldContextObject")) UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "Result"))
static void GetSessionSettings(UObject* WorldContextObject, int32 &NumConnections, int32 &NumPrivateConnections, bool &bIsLAN, bool &bIsDedicated, bool &bAllowInvites, bool &bAllowJoinInProgress, bool &bIsAnticheatEnabled, int32 &BuildUniqueID, TArray<FSessionPropertyKeyPair> &ExtraSettings, EBlueprintResultSwitch &Result); static void GetSessionSettings(int32 &NumConnections, int32 &NumPrivateConnections, bool &bIsLAN, bool &bIsDedicated, bool &bAllowInvites, bool &bAllowJoinInProgress, bool &bIsAnticheatEnabled, int32 &BuildUniqueID, TArray<FSessionPropertyKeyPair> &ExtraSettings, EBlueprintResultSwitch &Result);
// Check if someone is in the current session // Check if someone is in the current session
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (WorldContext = "WorldContextObject")) UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo")
static void IsPlayerInSession(UObject* WorldContextObject, const FBPUniqueNetId &PlayerToCheck, bool &bIsInSession); static void IsPlayerInSession(const FBPUniqueNetId &PlayerToCheck, bool &bIsInSession);
// Make a literal session search parameter // Make a literal session search parameter
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo|Literals") UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo|Literals")
@@ -75,14 +60,6 @@ public:
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo") UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo")
static bool IsValidSession(const FBlueprintSessionResult & SessionResult); static bool IsValidSession(const FBlueprintSessionResult & SessionResult);
// Get a string copy of a session ID
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo")
static void GetSessionID_AsString(const FBlueprintSessionResult & SessionResult, FString& SessionID);
// Get a string copy of the current session ID
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo", meta = (WorldContext = "WorldContextObject"))
static void GetCurrentSessionID_AsString(UObject* WorldContextObject, FString& SessionID);
// Get the Unique Current Build ID // Get the Unique Current Build ID
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo") UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo")
static void GetCurrentUniqueBuildID(int32 &UniqueBuildId); static void GetCurrentUniqueBuildID(int32 &UniqueBuildId);
@@ -90,32 +67,12 @@ public:
// Get the Unique Build ID from a session search result // Get the Unique Build ID from a session search result
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo") UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo")
static void GetUniqueBuildID(FBlueprintSessionResult SessionResult, int32 &UniqueBuildId); static void GetUniqueBuildID(FBlueprintSessionResult SessionResult, int32 &UniqueBuildId);
// Thanks CriErr for submission
// Get session property Key Name value
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo")
static FName GetSessionPropertyKey(const FSessionPropertyKeyPair& SessionProperty);
// Find session property by Name
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "Result"))
static void FindSessionPropertyByName(const TArray<FSessionPropertyKeyPair>& ExtraSettings, FName SettingsName, EBlueprintResultSwitch &Result, FSessionPropertyKeyPair& OutProperty);
// Find session property index by Name
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "Result"))
static void FindSessionPropertyIndexByName(const TArray<FSessionPropertyKeyPair>& ExtraSettings, FName SettingName, EBlueprintResultSwitch &Result, int32& OutIndex);
/// Removed the Index_None part of the last function, that isn't accessible in blueprint, better to return success/failure
// End Thanks CriErr :p
// Get session custom information key/value as Byte (For Enums) // Get session custom information key/value as Byte (For Enums)
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "SearchResult")) UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "SearchResult"))
static void GetSessionPropertyByte(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, ESessionSettingSearchResult &SearchResult, uint8 &SettingValue); static void GetSessionPropertyByte(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, ESessionSettingSearchResult &SearchResult, uint8 &SettingValue);
// Get session custom information key/value as Bool // Get session custom information key/value as Bool
// Steam only currently supports Int,Float,String,BYTE values for search filtering!!!
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "SearchResult")) UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "SearchResult"))
static void GetSessionPropertyBool(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, ESessionSettingSearchResult &SearchResult, bool &SettingValue); static void GetSessionPropertyBool(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, ESessionSettingSearchResult &SearchResult, bool &SettingValue);
@@ -137,7 +94,6 @@ public:
static FSessionPropertyKeyPair MakeLiteralSessionPropertyByte(FName Key, uint8 Value); static FSessionPropertyKeyPair MakeLiteralSessionPropertyByte(FName Key, uint8 Value);
// Make a literal session custom information key/value pair from Bool // Make a literal session custom information key/value pair from Bool
// Steam only currently supports Int,Float,String,BYTE values for search filtering!
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo|Literals") UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo|Literals")
static FSessionPropertyKeyPair MakeLiteralSessionPropertyBool(FName Key, bool Value); static FSessionPropertyKeyPair MakeLiteralSessionPropertyBool(FName Key, bool Value);
@@ -160,10 +116,6 @@ public:
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID") UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
static void GetUniqueNetID(APlayerController *PlayerController, FBPUniqueNetId &UniqueNetId); 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 // Get the unique net id of a network player who is assigned the the given player state
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID") UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
static void GetUniqueNetIDFromPlayerState(APlayerState *PlayerState, FBPUniqueNetId &UniqueNetId); static void GetUniqueNetIDFromPlayerState(APlayerState *PlayerState, FBPUniqueNetId &UniqueNetId);
@@ -176,10 +128,6 @@ public:
UFUNCTION(BlueprintPure, meta = (DisplayName = "Equal Unique Net ID", CompactNodeTitle = "==", Keywords = "== equal"), Category = "Online|AdvancedSessions|PlayerInfo|PlayerID") UFUNCTION(BlueprintPure, meta = (DisplayName = "Equal Unique Net ID", CompactNodeTitle = "==", Keywords = "== equal"), Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
static bool EqualEqual_UNetIDUnetID(const FBPUniqueNetId &A, const FBPUniqueNetId &B); static bool EqualEqual_UNetIDUnetID(const FBPUniqueNetId &A, const FBPUniqueNetId &B);
/** Converts a FBPUniqueNetID into a FUniqueNetID_Repl */
UFUNCTION(BlueprintPure, meta = (DisplayName = "ToUniqueNetIDRepl (Unique Net ID)", CompactNodeTitle = "->", BlueprintAutocast), Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
static FUniqueNetIdRepl Conv_BPUniqueIDToUniqueNetIDRepl(const FBPUniqueNetId& InUniqueID);
// Check if a UniqueNetId is a friend // Check if a UniqueNetId is a friend
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|UniqueNetId") UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|UniqueNetId")
static void UniqueNetIdToString(const FBPUniqueNetId &UniqueNetId, FString &String); static void UniqueNetIdToString(const FBPUniqueNetId &UniqueNetId, FString &String);
@@ -208,10 +156,5 @@ public:
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|Misc") UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|Misc")
static bool HasOnlineSubsystem(FName SubSystemName); 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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@@ -1,99 +1,97 @@
// Fill out your copyright notice in the Description page of Project Settings. // Fill out your copyright notice in the Description page of Project Settings.
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h" #include "Kismet/BlueprintFunctionLibrary.h"
#include "BlueprintDataDefinitions.h" #include "BlueprintDataDefinitions.h"
#include "Online.h" #include "Online.h"
#include "OnlineSubsystem.h" #include "OnlineSubsystem.h"
#include "Interfaces/VoiceInterface.h" #include "VoiceInterface.h"
//#include "OnlineFriendsInterface.h" //#include "OnlineFriendsInterface.h"
//#include "OnlineUserInterface.h" //#include "OnlineUserInterface.h"
//#include "OnlineMessageInterface.h" //#include "OnlineMessageInterface.h"
//#include "OnlinePresenceInterface.h" //#include "OnlinePresenceInterface.h"
#include "Engine/GameInstance.h" #include "Engine/GameInstance.h"
//#include "OnlineSessionInterface.h" //#include "OnlineSessionInterface.h"
#include "UObject/UObjectIterator.h" #include "UObjectIterator.h"
#include "AdvancedVoiceLibrary.generated.h" #include "AdvancedVoiceLibrary.generated.h"
//General Advanced Sessions Log //General Advanced Sessions Log
DECLARE_LOG_CATEGORY_EXTERN(AdvancedVoiceLog, Log, All); DECLARE_LOG_CATEGORY_EXTERN(AdvancedVoiceLog, Log, All);
UCLASS() UCLASS()
class UAdvancedVoiceLibrary : public UBlueprintFunctionLibrary class UAdvancedVoiceLibrary : public UBlueprintFunctionLibrary
{ {
GENERATED_BODY() GENERATED_BODY()
public: public:
//********* Voice Library Functions *************// //********* Voice Library Functions *************//
// Get if a headset is present for the specified local user // Get if a headset is present for the specified local user
UFUNCTION(BlueprintPure, Category = "Online|AdvancedVoice|VoiceInfo", meta = (WorldContext = "WorldContextObject")) UFUNCTION(BlueprintPure, Category = "Online|AdvancedVoice|VoiceInfo")
static void IsHeadsetPresent(UObject* WorldContextObject, bool & bHasHeadset, uint8 LocalPlayerNum = 0); static void IsHeadsetPresent(bool & bHasHeadset, uint8 LocalPlayerNum = 0);
// Starts networked voice, allows push to talk in coordination with StopNetworkedVoice // Starts networked voice, allows push to talk in coordination with StopNetworkedVoice
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice", meta = (WorldContext = "WorldContextObject")) UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice")
static void StartNetworkedVoice(UObject* WorldContextObject, uint8 LocalPlayerNum = 0); static void StartNetworkedVoice(uint8 LocalPlayerNum = 0);
// Stops networked voice, allows push to talk in coordination with StartNetworkedVoice // Stops networked voice, allows push to talk in coordination with StartNetworkedVoice
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice", meta = (WorldContext = "WorldContextObject")) UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice")
static void StopNetworkedVoice(UObject* WorldContextObject, uint8 LocalPlayerNum = 0); static void StopNetworkedVoice(uint8 LocalPlayerNum = 0);
// Registers a local player as someone interested in voice data // Registers a local player as someone interested in voice data
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice", meta = (WorldContext = "WorldContextObject")) UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice")
static bool RegisterLocalTalker(UObject* WorldContextObject, uint8 LocalPlayerNum = 0); static bool RegisterLocalTalker(uint8 LocalPlayerNum = 0);
// Registers all signed in players as local talkers // Registers all signed in players as local talkers
// This is already done automatically, only do it manually if you unregistered someone UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice")
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice", meta = (WorldContext = "WorldContextObject")) static void RegisterAllLocalTalkers();
static void RegisterAllLocalTalkers(UObject* WorldContextObject);
// UnRegisters local player as a local talker
// UnRegisters local player as a local talker UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice")
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice", meta = (WorldContext = "WorldContextObject")) static void UnRegisterLocalTalker(uint8 LocalPlayerNum = 0);
static void UnRegisterLocalTalker(UObject* WorldContextObject, uint8 LocalPlayerNum = 0);
// UnRegisters all signed in players as local talkers
// UnRegisters all signed in players as local talkers UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice")
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice", meta = (WorldContext = "WorldContextObject")) static void UnRegisterAllLocalTalkers();
static void UnRegisterAllLocalTalkers(UObject* WorldContextObject);
// Registers a remote player as a talker
// Registers a remote player as a talker UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice")
// This is already done automatically, only do it manually if you unregistered someone static bool RegisterRemoteTalker(const FBPUniqueNetId& UniqueNetId);
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice", meta = (WorldContext = "WorldContextObject"))
static bool RegisterRemoteTalker(UObject* WorldContextObject, const FBPUniqueNetId& UniqueNetId); // UnRegisters a remote player as a talker
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice")
// UnRegisters a remote player as a talker static bool UnRegisterRemoteTalker(const FBPUniqueNetId& UniqueNetId);
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice", meta = (WorldContext = "WorldContextObject"))
static bool UnRegisterRemoteTalker(UObject* WorldContextObject, const FBPUniqueNetId& UniqueNetId); // UnRegisters all remote players as talkers
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice")
// UnRegisters all remote players as talkers static void RemoveAllRemoteTalkers();
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice", meta = (WorldContext = "WorldContextObject"))
static void RemoveAllRemoteTalkers(UObject* WorldContextObject); // Returns whether a local player is currently talking
UFUNCTION(BlueprintPure, Category = "Online|AdvancedVoice|VoiceInfo")
// Returns whether a local player is currently talking static bool IsLocalPlayerTalking(uint8 LocalPlayerNum);
UFUNCTION(BlueprintPure, Category = "Online|AdvancedVoice|VoiceInfo", meta = (WorldContext = "WorldContextObject"))
static bool IsLocalPlayerTalking(UObject* WorldContextObject, uint8 LocalPlayerNum); // Returns whether a remote player is currently talking
UFUNCTION(BlueprintPure, Category = "Online|AdvancedVoice|VoiceInfo")
// Returns whether a remote player is currently talking static bool IsRemotePlayerTalking(const FBPUniqueNetId& UniqueNetId);
UFUNCTION(BlueprintPure, Category = "Online|AdvancedVoice|VoiceInfo", meta = (WorldContext = "WorldContextObject"))
static bool IsRemotePlayerTalking(UObject* WorldContextObject, const FBPUniqueNetId& UniqueNetId); // Returns whether a player is muted for the specified local player
UFUNCTION(BlueprintPure, Category = "Online|AdvancedVoice|VoiceInfo")
// Returns whether a player is muted for the specified local player static bool IsPlayerMuted(uint8 LocalUserNumChecking, const FBPUniqueNetId& UniqueNetId);
UFUNCTION(BlueprintPure, Category = "Online|AdvancedVoice|VoiceInfo", meta = (WorldContext = "WorldContextObject"))
static bool IsPlayerMuted(UObject* WorldContextObject, uint8 LocalUserNumChecking, const FBPUniqueNetId& UniqueNetId); // Mutes the player associated with the uniquenetid for the specified local player, if IsSystemWide is true then it will attempt to mute globally for the player
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice")
// Mutes the player associated with the uniquenetid for the specified local player, if IsSystemWide is true then it will attempt to mute globally for the player static bool MuteRemoteTalker(uint8 LocalUserNum, const FBPUniqueNetId& UniqueNetId, bool bIsSystemWide = false);
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice", meta = (WorldContext = "WorldContextObject"))
static bool MuteRemoteTalker(UObject* WorldContextObject, uint8 LocalUserNum, const FBPUniqueNetId& UniqueNetId, bool bIsSystemWide = false); // UnMutes the player associated with the uniquenetid for the specified local player, if IsSystemWide is true then it will attempt to unmute globally for the player
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice")
// UnMutes the player associated with the uniquenetid for the specified local player, if IsSystemWide is true then it will attempt to unmute globally for the player static bool UnMuteRemoteTalker(uint8 LocalUserNum, const FBPUniqueNetId& UniqueNetId, bool bIsSystemWide = false);
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice", meta = (WorldContext = "WorldContextObject"))
static bool UnMuteRemoteTalker(UObject* WorldContextObject, uint8 LocalUserNum, const FBPUniqueNetId& UniqueNetId, bool bIsSystemWide = false); // Gets the number of local talkers for this system
UFUNCTION(BlueprintPure, Category = "Online|AdvancedVoice|VoiceInfo")
// Gets the number of local talkers for this system static void GetNumLocalTalkers(int32 & NumLocalTalkers);
UFUNCTION(BlueprintPure, Category = "Online|AdvancedVoice|VoiceInfo", meta = (WorldContext = "WorldContextObject")) };
static void GetNumLocalTalkers(UObject* WorldContextObject, int32 & NumLocalTalkers);
};

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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
TWeakObjectPtr<UObject> WorldContextObject;
};

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@@ -1,435 +1,408 @@
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
//#include "EngineMinimal.h" #include "EngineMinimal.h"
#include "Engine/Engine.h" #include "Engine/Engine.h"
#include "GameFramework/PlayerState.h" #include "GameFramework/PlayerState.h"
//#include "Core.h" #include "Core.h"
#include "Interfaces/OnlineSessionInterface.h" #include "OnlineSessionInterface.h"
#include "OnlineSessionSettings.h" #include "OnlineSessionSettings.h"
#include "OnlineDelegateMacros.h" #include "OnlineDelegateMacros.h"
#include "OnlineSubsystem.h" #include "OnlineSubsystem.h"
#include "OnlineSubsystemImpl.h" #include "OnlineSubsystemImpl.h"
#include "OnlineSubsystemUtils.h" #include "OnlineSubsystemUtils.h"
#include "OnlineSubsystemUtilsModule.h" #include "OnlineSubsystemUtilsModule.h"
#include "GameFramework/PlayerController.h" #include "ModuleManager.h"
#include "Modules/ModuleManager.h" #include "OnlineSubsystemUtilsClasses.h"
#include "OnlineSubsystemUtilsClasses.h" #include "BlueprintDataDefinitions.generated.h"
#include "BlueprintDataDefinitions.generated.h"
UENUM(BlueprintType)
UENUM(BlueprintType) enum class EBPUserPrivileges : uint8
enum class EBPUserPrivileges : uint8 {
{ /** Whether the user can play at all, online or offline - may be age restricted */
/** Whether the user can play at all, online or offline - may be age restricted */ CanPlay,
CanPlay, /** Whether the user can play in online modes */
/** Whether the user can play in online modes */ CanPlayOnline,
CanPlayOnline, /** Whether the user can use voice and text chat */
/** Whether the user can use voice and text chat */ CanCommunicateOnline,
CanCommunicateOnline, /** Whether the user can use content generated by other users */
/** Whether the user can use content generated by other users */ CanUseUserGeneratedContent
CanUseUserGeneratedContent };
};
UENUM(BlueprintType)
UENUM(BlueprintType) enum class EBPLoginStatus : uint8
enum class EBPLoginStatus : uint8 {
{ /** Player has not logged in or chosen a local profile */
/** Player has not logged in or chosen a local profile */ NotLoggedIn,
NotLoggedIn, /** Player is using a local profile but is not logged in */
/** Player is using a local profile but is not logged in */ UsingLocalProfile,
UsingLocalProfile, /** Player has been validated by the platform specific authentication service */
/** Player has been validated by the platform specific authentication service */ LoggedIn
LoggedIn };
};
USTRUCT(BlueprintType)
USTRUCT(BlueprintType) struct FBPUserOnlineAccount
struct FBPUserOnlineAccount {
{ GENERATED_USTRUCT_BODY()
GENERATED_USTRUCT_BODY()
public:
public: TSharedPtr<FUserOnlineAccount> UserAccountInfo;
TSharedPtr<FUserOnlineAccount> UserAccountInfo;
FBPUserOnlineAccount()
FBPUserOnlineAccount() {
{
}
}
FBPUserOnlineAccount(TSharedPtr<FUserOnlineAccount> UserAccount)
FBPUserOnlineAccount(TSharedPtr<FUserOnlineAccount> UserAccount) {
{ UserAccountInfo = UserAccount;
UserAccountInfo = UserAccount; }
} };
};
UENUM()
UENUM() enum class ESessionSettingSearchResult : uint8
enum class ESessionSettingSearchResult : uint8 {
{ // Found the setting
// Found the setting Found,
Found,
// Did not find the setting
// Did not find the setting NotFound,
NotFound,
// Was not the correct type
// Was not the correct type WrongType
WrongType };
};
// This makes a lot of the blueprint functions cleaner
// This makes a lot of the blueprint functions cleaner UENUM()
UENUM() enum class EBlueprintResultSwitch : uint8
enum class EBlueprintResultSwitch : uint8 {
{ // On Success
// On Success OnSuccess,
OnSuccess,
// On Failure
// On Failure OnFailure
OnFailure };
};
// This makes a lot of the blueprint functions cleaner
// This makes a lot of the blueprint functions cleaner UENUM()
UENUM() enum class EBlueprintAsyncResultSwitch : uint8
enum class EBlueprintAsyncResultSwitch : uint8 {
{ // On Success
// On Success OnSuccess,
OnSuccess,
// Still loading
// Still loading AsyncLoading,
AsyncLoading, // On Failure
// On Failure OnFailure
OnFailure };
};
// This is to define server type searches
// This is to define server type searches UENUM(BlueprintType)
UENUM(BlueprintType) enum class EBPServerPresenceSearchType : uint8
enum class EBPServerPresenceSearchType : uint8 {
{ AllServers,
AllServers, ClientServersOnly,
ClientServersOnly, DedicatedServersOnly
DedicatedServersOnly };
};
// Wanted this to be switchable in the editor
// Wanted this to be switchable in the editor UENUM(BlueprintType)
UENUM(BlueprintType) enum class EBPOnlinePresenceState : uint8
enum class EBPOnlinePresenceState : uint8 {
{ Online,
Online, Offline,
Offline, Away,
Away, ExtendedAway,
ExtendedAway, DoNotDisturb,
DoNotDisturb, Chat
Chat };
};
UENUM(BlueprintType)
UENUM(BlueprintType) enum class EBPOnlineSessionState : uint8
enum class EBPOnlineSessionState : uint8 {
{ /** An online session has not been created yet */
/** An online session has not been created yet */ NoSession,
NoSession, /** An online session is in the process of being created */
/** An online session is in the process of being created */ Creating,
Creating, /** Session has been created but the session hasn't started (pre match lobby) */
/** Session has been created but the session hasn't started (pre match lobby) */ Pending,
Pending, /** Session has been asked to start (may take time due to communication with backend) */
/** Session has been asked to start (may take time due to communication with backend) */ Starting,
Starting, /** The current session has started. Sessions with join in progress disabled are no longer joinable */
/** The current session has started. Sessions with join in progress disabled are no longer joinable */ InProgress,
InProgress, /** The session is still valid, but the session is no longer being played (post match lobby) */
/** The session is still valid, but the session is no longer being played (post match lobby) */ Ending,
Ending, /** The session is closed and any stats committed */
/** The session is closed and any stats committed */ Ended,
Ended, /** The session is being destroyed */
/** The session is being destroyed */ Destroying
Destroying };
};
// Boy oh boy is this a dirty hack, but I can't figure out a good way to do it otherwise at the moment
// Boy oh boy is this a dirty hack, but I can't figure out a good way to do it otherwise at the moment // The UniqueNetId is an abstract class so I can't exactly re-initialize it to make a shared pointer on some functions
// The UniqueNetId is an abstract class so I can't exactly re-initialize it to make a shared pointer on some functions // So I made the blueprintable UniqueNetID into a dual variable struct with access functions and I am converting the const var for the pointer
// So I made the blueprintable UniqueNetID into a dual variable struct with access functions and I am converting the const var for the pointer // I really need to re-think this later
// I really need to re-think this later USTRUCT(BlueprintType)
USTRUCT(BlueprintType) struct FBPUniqueNetId
struct FBPUniqueNetId {
{ GENERATED_USTRUCT_BODY()
GENERATED_USTRUCT_BODY()
private:
private: bool bUseDirectPointer;
bool bUseDirectPointer;
public:
public: TSharedPtr<const FUniqueNetId> UniqueNetId;
TSharedPtr<const FUniqueNetId> UniqueNetId; const FUniqueNetId * UniqueNetIdPtr;
const FUniqueNetId * UniqueNetIdPtr;
void SetUniqueNetId(const TSharedPtr<const FUniqueNetId> &ID)
void SetUniqueNetId(const TSharedPtr<const FUniqueNetId> &ID) {
{ bUseDirectPointer = false;
bUseDirectPointer = false; UniqueNetIdPtr = nullptr;
UniqueNetIdPtr = nullptr; UniqueNetId = ID;
UniqueNetId = ID; }
}
void SetUniqueNetId(const FUniqueNetId *ID)
void SetUniqueNetId(const FUniqueNetId *ID) {
{ bUseDirectPointer = true;
bUseDirectPointer = true; UniqueNetIdPtr = ID;
UniqueNetIdPtr = ID; }
}
bool IsValid() const
bool IsValid() const {
{ if (bUseDirectPointer && UniqueNetIdPtr != nullptr && UniqueNetIdPtr->IsValid())
if (bUseDirectPointer && UniqueNetIdPtr != nullptr && UniqueNetIdPtr->IsValid()) {
{ return true;
return true; }
} else if (UniqueNetId.IsValid())
else if (UniqueNetId.IsValid()) {
{ return true;
return true; }
} else
else return false;
return false;
}
}
const FUniqueNetId* GetUniqueNetId() const
const FUniqueNetId* GetUniqueNetId() const {
{ if (bUseDirectPointer && UniqueNetIdPtr != nullptr)
if (bUseDirectPointer && UniqueNetIdPtr != nullptr) {
{ // No longer converting to non const as all functions now pass const UniqueNetIds
// No longer converting to non const as all functions now pass const UniqueNetIds return /*const_cast<FUniqueNetId*>*/(UniqueNetIdPtr);
return /*const_cast<FUniqueNetId*>*/(UniqueNetIdPtr); }
} else if (UniqueNetId.IsValid())
else if (UniqueNetId.IsValid()) {
{ return UniqueNetId.Get();
return UniqueNetId.Get(); }
} else
else return nullptr;
return nullptr; }
}
FBPUniqueNetId()
// Adding in a compare operator so that std functions will work with this struct {
FORCEINLINE bool operator==(const FBPUniqueNetId& Other) const bUseDirectPointer = false;
{ UniqueNetIdPtr = nullptr;
return (IsValid() && Other.IsValid() && (*GetUniqueNetId() == *Other.GetUniqueNetId())); }
} };
FORCEINLINE bool operator!=(const FBPUniqueNetId& Other) const USTRUCT(BluePrintType)
{ struct FBPOnlineUser
return !(IsValid() && Other.IsValid() && (*GetUniqueNetId() == *Other.GetUniqueNetId())); {
} GENERATED_USTRUCT_BODY()
FBPUniqueNetId() public:
{ UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
bUseDirectPointer = false; FBPUniqueNetId UniqueNetId;
UniqueNetIdPtr = nullptr; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
} FString DisplayName;
}; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
FString RealName;
USTRUCT(BluePrintType) };
struct FBPOnlineUser
{ USTRUCT(BluePrintType)
GENERATED_USTRUCT_BODY() struct FBPOnlineRecentPlayer : public FBPOnlineUser
{
public: GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
FBPUniqueNetId UniqueNetId; public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
FString DisplayName; FString LastSeen;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend") };
FString RealName;
};
USTRUCT(BlueprintType)
USTRUCT(BluePrintType) struct FBPFriendPresenceInfo
struct FBPOnlineRecentPlayer : public FBPOnlineUser {
{ GENERATED_USTRUCT_BODY()
GENERATED_USTRUCT_BODY()
public:
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
FString LastSeen; bool bIsOnline;
}; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
bool bIsPlaying;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
USTRUCT(BlueprintType) bool bIsPlayingThisGame;
struct FBPFriendPresenceInfo UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
{ bool bIsJoinable;
GENERATED_USTRUCT_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
bool bHasVoiceSupport;
public: UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
EBPOnlinePresenceState PresenceState;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
bool bIsOnline = false; FString StatusString;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend") };
bool bIsPlaying = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
bool bIsPlayingThisGame = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend") USTRUCT(BlueprintType)
bool bIsJoinable = false; struct FBPFriendInfo
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend") {
bool bHasVoiceSupport = false; GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
EBPOnlinePresenceState PresenceState = EBPOnlinePresenceState::Offline; public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
FString StatusString; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
FString DisplayName;
FBPFriendPresenceInfo() UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
{ FString RealName;
bIsOnline = false; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
bIsPlaying = false; EBPOnlinePresenceState OnlineState;
bIsPlayingThisGame = false; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
bIsJoinable = false; FBPUniqueNetId UniqueNetId;
bHasVoiceSupport = false; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
PresenceState = EBPOnlinePresenceState::Offline; bool bIsPlayingSameGame;
} UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
}; FBPFriendPresenceInfo PresenceInfo;
};
USTRUCT(BlueprintType)
struct FBPFriendInfo /** The types of comparison operations for a given search query */
{ // Used to compare session properties
GENERATED_USTRUCT_BODY() UENUM(BlueprintType)
enum class EOnlineComparisonOpRedux : uint8
public: {
Equals,
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend") NotEquals,
FString DisplayName; GreaterThan,
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend") GreaterThanEquals,
FString RealName; LessThan,
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend") LessThanEquals,
EBPOnlinePresenceState OnlineState = EBPOnlinePresenceState::Offline; };
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
FBPUniqueNetId UniqueNetId;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend") // Used to store session properties before converting to FVariantData
bool bIsPlayingSameGame = false; USTRUCT(BlueprintType)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend") struct FSessionPropertyKeyPair
FBPFriendPresenceInfo PresenceInfo; {
GENERATED_USTRUCT_BODY()
FBPFriendInfo()
{ FName Key;
OnlineState = EBPOnlinePresenceState::Offline; FVariantData Data;
bIsPlayingSameGame = false; };
}
};
// Sent to the FindSessionsAdvanced to filter the end results
USTRUCT(BlueprintType)
/** The types of comparison operations for a given search query */ struct FSessionsSearchSetting
// Used to compare session properties {
UENUM(BlueprintType) GENERATED_USTRUCT_BODY()
enum class EOnlineComparisonOpRedux : uint8 //UPROPERTY()
{
Equals,
NotEquals, // Had to make a copy of this to account for the original not being exposed to blueprints
GreaterThan, /** How is this session setting compared on the backend searches */
GreaterThanEquals, EOnlineComparisonOpRedux ComparisonOp;
LessThan,
LessThanEquals, // The key pair to search for
}; FSessionPropertyKeyPair PropertyKeyPair;
};
// Used to store session properties before converting to FVariantData // Couldn't use the default one as it is not exposed to other modules, had to re-create it here
USTRUCT(BlueprintType) // Helper class for various methods to reduce the call hierarchy
struct FSessionPropertyKeyPair struct FOnlineSubsystemBPCallHelperAdvanced
{ {
GENERATED_USTRUCT_BODY() public:
FOnlineSubsystemBPCallHelperAdvanced(const TCHAR* CallFunctionContext, UWorld* World, FName SystemName = NAME_None)
FName Key; : OnlineSub(Online::GetSubsystem(World, SystemName))
FVariantData Data; , FunctionContext(CallFunctionContext)
}; {
if (OnlineSub == nullptr)
{
// Sent to the FindSessionsAdvanced to filter the end results FFrame::KismetExecutionMessage(*FString::Printf(TEXT("%s - Invalid or uninitialized OnlineSubsystem"), FunctionContext), ELogVerbosity::Warning);
USTRUCT(BlueprintType) }
struct FSessionsSearchSetting }
{
GENERATED_USTRUCT_BODY() void QueryIDFromPlayerController(APlayerController* PlayerController)
//UPROPERTY() {
UserID.Reset();
//return const_cast<FUniqueNetId*>(UniqueNetIdPtr);
// Had to make a copy of this to account for the original not being exposed to blueprints if (APlayerState* PlayerState = (PlayerController != NULL) ? PlayerController->PlayerState : NULL)
/** How is this session setting compared on the backend searches */ {
EOnlineComparisonOpRedux ComparisonOp; UserID = PlayerState->UniqueId.GetUniqueNetId();
if (!UserID.IsValid())
// The key pair to search for {
FSessionPropertyKeyPair PropertyKeyPair; FFrame::KismetExecutionMessage(*FString::Printf(TEXT("%s - Cannot map local player to unique net ID"), FunctionContext), ELogVerbosity::Warning);
}; }
}
// Couldn't use the default one as it is not exposed to other modules, had to re-create it here else
// Helper class for various methods to reduce the call hierarchy {
struct FOnlineSubsystemBPCallHelperAdvanced FFrame::KismetExecutionMessage(*FString::Printf(TEXT("%s - Invalid player state"), FunctionContext), ELogVerbosity::Warning);
{ }
public: }
FOnlineSubsystemBPCallHelperAdvanced(const TCHAR* CallFunctionContext, UWorld* World, FName SystemName = NAME_None)
: OnlineSub(Online::GetSubsystem(World, SystemName))
, FunctionContext(CallFunctionContext) bool IsValid() const
{ {
if (OnlineSub == nullptr) return UserID.IsValid() && (OnlineSub != nullptr);
{ }
FFrame::KismetExecutionMessage(*FString::Printf(TEXT("%s - Invalid or uninitialized OnlineSubsystem"), FunctionContext), ELogVerbosity::Warning);
} public:
} //TSharedPtr<const FUniqueNetId>& GetUniqueNetId()
TSharedPtr</*class*/ const FUniqueNetId> UserID;
void QueryIDFromPlayerController(APlayerController* PlayerController) IOnlineSubsystem* const OnlineSub;
{ const TCHAR* FunctionContext;
UserID.Reset(); };
//return const_cast<FUniqueNetId*>(UniqueNetIdPtr); class FOnlineSearchSettingsEx : public FOnlineSearchSettings
if (APlayerState* PlayerState = (PlayerController != NULL) ? PlayerController->PlayerState : NULL) {
{ /**
UserID = PlayerState->GetUniqueId().GetUniqueNetId(); * Sets a key value pair combination that defines a search parameter
if (!UserID.IsValid()) *
{ * @param Key key for the setting
FFrame::KismetExecutionMessage(*FString::Printf(TEXT("%s - Cannot map local player to unique net ID"), FunctionContext), ELogVerbosity::Warning); * @param Value value of the setting
} * @param InType type of comparison
} */
else public:
{
FFrame::KismetExecutionMessage(*FString::Printf(TEXT("%s - Invalid player state"), FunctionContext), ELogVerbosity::Warning); void HardSet(FName Key, const FVariantData& Value, EOnlineComparisonOpRedux CompOp)
} {
} FOnlineSessionSearchParam* SearchParam = SearchParams.Find(Key);
TEnumAsByte<EOnlineComparisonOp::Type> op;
bool IsValid() const
{ switch (CompOp)
return UserID.IsValid() && (OnlineSub != nullptr); {
} case EOnlineComparisonOpRedux::Equals: op = EOnlineComparisonOp::Equals; break;
case EOnlineComparisonOpRedux::GreaterThan: op = EOnlineComparisonOp::GreaterThan; break;
public: case EOnlineComparisonOpRedux::GreaterThanEquals: op = EOnlineComparisonOp::GreaterThanEquals; break;
//TSharedPtr<const FUniqueNetId>& GetUniqueNetId() case EOnlineComparisonOpRedux::LessThan: op = EOnlineComparisonOp::LessThan; break;
TSharedPtr</*class*/ const FUniqueNetId> UserID; case EOnlineComparisonOpRedux::LessThanEquals: op = EOnlineComparisonOp::LessThanEquals; break;
IOnlineSubsystem* const OnlineSub; case EOnlineComparisonOpRedux::NotEquals: op = EOnlineComparisonOp::NotEquals; break;
const TCHAR* FunctionContext; default: op = EOnlineComparisonOp::Equals; break;
}; }
class FOnlineSearchSettingsEx : public FOnlineSearchSettings
{ if (SearchParam)
/** {
* Sets a key value pair combination that defines a search parameter SearchParam->Data = Value;
* SearchParam->ComparisonOp = op;
* @param Key key for the setting }
* @param Value value of the setting else
* @param InType type of comparison {
*/ FOnlineSessionSearchParam searchSetting((int)0, op);
public: searchSetting.Data = Value;
SearchParams.Add(Key, searchSetting);
void HardSet(FName Key, const FVariantData& Value, EOnlineComparisonOpRedux CompOp) }
{ }
FOnlineSessionSearchParam* SearchParam = SearchParams.Find(Key); };
TEnumAsByte<EOnlineComparisonOp::Type> op;
switch (CompOp)
{
case EOnlineComparisonOpRedux::Equals: op = EOnlineComparisonOp::Equals; break;
case EOnlineComparisonOpRedux::GreaterThan: op = EOnlineComparisonOp::GreaterThan; break;
case EOnlineComparisonOpRedux::GreaterThanEquals: op = EOnlineComparisonOp::GreaterThanEquals; break;
case EOnlineComparisonOpRedux::LessThan: op = EOnlineComparisonOp::LessThan; break;
case EOnlineComparisonOpRedux::LessThanEquals: op = EOnlineComparisonOp::LessThanEquals; break;
case EOnlineComparisonOpRedux::NotEquals: op = EOnlineComparisonOp::NotEquals; break;
default: op = EOnlineComparisonOp::Equals; break;
}
if (SearchParam)
{
SearchParam->Data = Value;
SearchParam->ComparisonOp = op;
}
else
{
FOnlineSessionSearchParam searchSetting((int)0, op);
searchSetting.Data = Value;
SearchParams.Add(Key, searchSetting);
}
}
};
#define INVALID_INDEX -1 #define INVALID_INDEX -1

View File

@@ -1,8 +1,7 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. // Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "Engine/Engine.h" #include "OnlineSessionInterface.h"
#include "Interfaces/OnlineSessionInterface.h"
#include "BlueprintDataDefinitions.h" #include "BlueprintDataDefinitions.h"
#include "CancelFindSessionsCallbackProxy.generated.h" #include "CancelFindSessionsCallbackProxy.generated.h"
@@ -42,5 +41,5 @@ private:
FDelegateHandle DelegateHandle; FDelegateHandle DelegateHandle;
// The world context object in which this call is taking place // The world context object in which this call is taking place
TWeakObjectPtr<UObject> WorldContextObject; UObject* WorldContextObject;
}; };

View File

@@ -2,7 +2,6 @@
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "Engine/Engine.h"
#include "BlueprintDataDefinitions.h" #include "BlueprintDataDefinitions.h"
#include "CreateSessionCallbackProxyAdvanced.generated.h" #include "CreateSessionCallbackProxyAdvanced.generated.h"
@@ -19,28 +18,19 @@ class UCreateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
UPROPERTY(BlueprintAssignable) UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnFailure; FEmptyOnlineDelegate OnFailure;
/** // 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.
* 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.
* @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 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
* Must be true for a 'listen' server (Map must be loaded with option 'listen'), false for a 'dedicated' server.
* @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") 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 // UOnlineBlueprintCallProxyBase interface
virtual void Activate() override; virtual void Activate() override;
// End of UOnlineBlueprintCallProxyBase interface // End of UOnlineBlueprintCallProxyBase interface
private: private:
// Internal callback when session creation completes, optionally calls StartSession // Internal callback when session creation completes, calls StartSession
void OnCreateCompleted(FName SessionName, bool bWasSuccessful); 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); void OnStartCompleted(FName SessionName, bool bWasSuccessful);
// The player controller triggering things // The player controller triggering things
@@ -74,9 +64,6 @@ private:
// Whether to use the presence option // Whether to use the presence option
bool bUsePresence; bool bUsePresence;
// Whether to prefer the use of lobbies for hosting if the api supports them
bool bUseLobbiesIfAvailable;
// Whether to allow joining via presence // Whether to allow joining via presence
bool bAllowJoinViaPresence; bool bAllowJoinViaPresence;
@@ -92,16 +79,10 @@ private:
// Should advertise server? // Should advertise server?
bool bShouldAdvertise; 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 // Store extra settings
TArray<FSessionPropertyKeyPair> ExtraSettings; TArray<FSessionPropertyKeyPair> ExtraSettings;
// The world context object in which this call is taking place // The world context object in which this call is taking place
TWeakObjectPtr<UObject> WorldContextObject; UObject* WorldContextObject;
}; };

View File

@@ -1,8 +1,7 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. // Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "Engine/Engine.h" #include "OnlineSessionInterface.h"
#include "Interfaces/OnlineSessionInterface.h"
#include "BlueprintDataDefinitions.h" #include "BlueprintDataDefinitions.h"
#include "EndSessionCallbackProxy.generated.h" #include "EndSessionCallbackProxy.generated.h"
@@ -19,11 +18,8 @@ class UEndSessionCallbackProxy : public UOnlineBlueprintCallProxyBase
UPROPERTY(BlueprintAssignable) UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnFailure; FEmptyOnlineDelegate OnFailure;
/** // Ends the current session
* Ends the current sessions, Generally for almost all uses you should be using the engines native Destroy Session node instead. 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")
* This exists for people using StartSession and optionally hand managing the session state.
*/
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedSessions")
static UEndSessionCallbackProxy* EndSession(UObject* WorldContextObject, class APlayerController* PlayerController); static UEndSessionCallbackProxy* EndSession(UObject* WorldContextObject, class APlayerController* PlayerController);
// UOnlineBlueprintCallProxyBase interface // UOnlineBlueprintCallProxyBase interface
@@ -45,5 +41,5 @@ private:
FDelegateHandle DelegateHandle; FDelegateHandle DelegateHandle;
// The world context object in which this call is taking place // The world context object in which this call is taking place
TWeakObjectPtr<UObject> WorldContextObject; UObject* WorldContextObject;
}; };

View File

@@ -1,51 +1,51 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. // Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "BlueprintDataDefinitions.h" #include "BlueprintDataDefinitions.h"
#include "Engine/LocalPlayer.h" #include "Engine/LocalPlayer.h"
#include "FindFriendSessionCallbackProxy.generated.h" #include "FindFriendSessionCallbackProxy.generated.h"
DECLARE_LOG_CATEGORY_EXTERN(AdvancedFindFriendSessionLog, Log, All); DECLARE_LOG_CATEGORY_EXTERN(AdvancedFindFriendSessionLog, Log, All);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBlueprintFindFriendSessionDelegate, const TArray<FBlueprintSessionResult> &, SessionInfo); DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBlueprintFindFriendSessionDelegate, const TArray<FBlueprintSessionResult> &, SessionInfo);
UCLASS(MinimalAPI) UCLASS(MinimalAPI)
class UFindFriendSessionCallbackProxy : public UOnlineBlueprintCallProxyBase class UFindFriendSessionCallbackProxy : public UOnlineBlueprintCallProxyBase
{ {
GENERATED_UCLASS_BODY() GENERATED_UCLASS_BODY()
// Called when the friends list successfully was retrieved // Called when the friends list successfully was retrieved
UPROPERTY(BlueprintAssignable) UPROPERTY(BlueprintAssignable)
FBlueprintFindFriendSessionDelegate OnSuccess; FBlueprintFindFriendSessionDelegate OnSuccess;
// Called when there was an error retrieving the friends list // Called when there was an error retrieving the friends list
UPROPERTY(BlueprintAssignable) UPROPERTY(BlueprintAssignable)
FBlueprintFindFriendSessionDelegate OnFailure; FBlueprintFindFriendSessionDelegate OnFailure;
// Attempts to get the current session that a friend is in // Attempts to get the current session that a friend is in
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedFriends") UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedFriends")
static UFindFriendSessionCallbackProxy* FindFriendSession(UObject* WorldContextObject, APlayerController *PlayerController, const FBPUniqueNetId &FriendUniqueNetId); static UFindFriendSessionCallbackProxy* FindFriendSession(UObject* WorldContextObject, APlayerController *PlayerController, const FBPUniqueNetId &FriendUniqueNetId);
virtual void Activate() override; virtual void Activate() override;
private: private:
// Internal callback when the friends list is retrieved // Internal callback when the friends list is retrieved
void OnFindFriendSessionCompleted(int32 LocalPlayer, bool bWasSuccessful, const TArray<FOnlineSessionSearchResult>& SessionInfo); void OnFindFriendSessionCompleted(int32 LocalPlayer, bool bWasSuccessful, const TArray<FOnlineSessionSearchResult>& SessionInfo);
// The player controller triggering things // The player controller triggering things
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr; TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
// The UniqueNetID of the person to invite // The UniqueNetID of the person to invite
FBPUniqueNetId cUniqueNetId; FBPUniqueNetId cUniqueNetId;
// The delegate to call on completion // The delegate to call on completion
FOnFindFriendSessionCompleteDelegate OnFindFriendSessionCompleteDelegate; FOnFindFriendSessionCompleteDelegate OnFindFriendSessionCompleteDelegate;
// Handles to the registered delegates above // Handles to the registered delegates above
FDelegateHandle FindFriendSessionCompleteDelegateHandle; FDelegateHandle FindFriendSessionCompleteDelegateHandle;
// The world context object in which this call is taking place // The world context object in which this call is taking place
TWeakObjectPtr<UObject> WorldContextObject; UObject* WorldContextObject;
}; };

View File

@@ -1,18 +1,11 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. // Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "Engine/Engine.h" #include "OnlineSessionInterface.h"
#include "Interfaces/OnlineSessionInterface.h"
#include "FindSessionsCallbackProxy.h" #include "FindSessionsCallbackProxy.h"
#include "BlueprintDataDefinitions.h" #include "BlueprintDataDefinitions.h"
#include "FindSessionsCallbackProxyAdvanced.generated.h" #include "FindSessionsCallbackProxyAdvanced.generated.h"
FORCEINLINE bool operator==(const FBlueprintSessionResult& A, const FBlueprintSessionResult& B)
{
return (A.OnlineResult.IsValid() == B.OnlineResult.IsValid() && (A.OnlineResult.GetSessionIdStr() == B.OnlineResult.GetSessionIdStr()));
}
UCLASS(MinimalAPI) UCLASS(MinimalAPI)
class UFindSessionsCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase class UFindSessionsCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
{ {
@@ -28,7 +21,7 @@ class UFindSessionsCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
// Searches for advertised sessions with the default online subsystem and includes an array of filters // 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") 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); static bool CompareVariants(const FVariantData &A, const FVariantData &B, EOnlineComparisonOpRedux Comparator);
@@ -58,9 +51,9 @@ private:
// Internal callback when the session search completes, calls out to the public success/failure callbacks // Internal callback when the session search completes, calls out to the public success/failure callbacks
void OnCompleted(bool bSuccess); void OnCompleted(bool bSuccess);
bool bRunSecondSearch; bool bRunSecondSearch;
bool bIsOnSecondSearch; bool bIsOnSecondSearch;
TArray<FBlueprintSessionResult> SessionSearchResults; TArray<FBlueprintSessionResult> SessionSearchResults;
private: private:
@@ -98,12 +91,9 @@ private:
// Search for secure servers only // Search for secure servers only
bool bSecureServersOnly; bool bSecureServersOnly;
// Search through lobbies
//bool bSearchLobbies;
// Min slots requires to search // Min slots requires to search
int MinSlotsAvailable; int MinSlotsAvailable;
// The world context object in which this call is taking place // The world context object in which this call is taking place
TWeakObjectPtr<UObject> WorldContextObject; UObject* WorldContextObject;
}; };

View File

@@ -1,49 +1,49 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. // Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "BlueprintDataDefinitions.h" #include "BlueprintDataDefinitions.h"
#include "Engine/LocalPlayer.h" #include "Engine/LocalPlayer.h"
#include "GetFriendsCallbackProxy.generated.h" #include "GetFriendsCallbackProxy.generated.h"
DECLARE_LOG_CATEGORY_EXTERN(AdvancedGetFriendsLog, Log, All); DECLARE_LOG_CATEGORY_EXTERN(AdvancedGetFriendsLog, Log, All);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBlueprintGetFriendsListDelegate, const TArray<FBPFriendInfo>&, Results); DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBlueprintGetFriendsListDelegate, const TArray<FBPFriendInfo>&, Results);
UCLASS(MinimalAPI) UCLASS(MinimalAPI)
class UGetFriendsCallbackProxy : public UOnlineBlueprintCallProxyBase class UGetFriendsCallbackProxy : public UOnlineBlueprintCallProxyBase
{ {
GENERATED_UCLASS_BODY() GENERATED_UCLASS_BODY()
// Called when the friends list successfully was retrieved // Called when the friends list successfully was retrieved
UPROPERTY(BlueprintAssignable) UPROPERTY(BlueprintAssignable)
FBlueprintGetFriendsListDelegate OnSuccess; FBlueprintGetFriendsListDelegate OnSuccess;
// Called when there was an error retrieving the friends list // Called when there was an error retrieving the friends list
UPROPERTY(BlueprintAssignable) UPROPERTY(BlueprintAssignable)
FBlueprintGetFriendsListDelegate OnFailure; FBlueprintGetFriendsListDelegate OnFailure;
// Gets the players list of friends from the OnlineSubsystem and returns it, can be retrieved later with GetStoredFriendsList // Gets the players list of friends from the OnlineSubsystem and returns it, can be retrieved later with GetStoredFriendsList
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedFriends") UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedFriends")
static UGetFriendsCallbackProxy* GetAndStoreFriendsList(UObject* WorldContextObject, class APlayerController* PlayerController); static UGetFriendsCallbackProxy* GetAndStoreFriendsList(UObject* WorldContextObject, class APlayerController* PlayerController);
virtual void Activate() override; virtual void Activate() override;
private: private:
// Internal callback when the friends list is retrieved // Internal callback when the friends list is retrieved
void OnReadFriendsListCompleted(int32 LocalUserNum, bool bWasSuccessful, const FString& ListName, const FString& ErrorString); void OnReadFriendsListCompleted(int32 LocalUserNum, bool bWasSuccessful, const FString& ListName, const FString& ErrorString);
// The player controller triggering things // The player controller triggering things
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr; TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
// The delegate executed // The delegate executed
FOnReadFriendsListComplete FriendListReadCompleteDelegate; FOnReadFriendsListComplete FriendListReadCompleteDelegate;
// The Type of friends list to get // The Type of friends list to get
// Removed because all but the facebook interfaces don't even currently support anything but the default friends list. // Removed because all but the facebook interfaces don't even currently support anything but the default friends list.
//EBPFriendsLists FriendListToGet; //EBPFriendsLists FriendListToGet;
// The world context object in which this call is taking place // The world context object in which this call is taking place
TWeakObjectPtr<UObject> WorldContextObject; UObject* WorldContextObject;
}; };

View File

@@ -1,49 +1,49 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. // Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "BlueprintDataDefinitions.h" #include "BlueprintDataDefinitions.h"
#include "GetRecentPlayersCallbackProxy.generated.h" #include "GetRecentPlayersCallbackProxy.generated.h"
DECLARE_LOG_CATEGORY_EXTERN(AdvancedGetRecentPlayersLog, Log, All); DECLARE_LOG_CATEGORY_EXTERN(AdvancedGetRecentPlayersLog, Log, All);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBlueprintGetRecentPlayersDelegate, const TArray<FBPOnlineRecentPlayer>&, Results); DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBlueprintGetRecentPlayersDelegate, const TArray<FBPOnlineRecentPlayer>&, Results);
UCLASS(MinimalAPI) UCLASS(MinimalAPI)
class UGetRecentPlayersCallbackProxy : public UOnlineBlueprintCallProxyBase class UGetRecentPlayersCallbackProxy : public UOnlineBlueprintCallProxyBase
{ {
GENERATED_UCLASS_BODY() GENERATED_UCLASS_BODY()
// Called when the friends list successfully was retrieved // Called when the friends list successfully was retrieved
UPROPERTY(BlueprintAssignable) UPROPERTY(BlueprintAssignable)
FBlueprintGetRecentPlayersDelegate OnSuccess; FBlueprintGetRecentPlayersDelegate OnSuccess;
// Called when there was an error retrieving the friends list // Called when there was an error retrieving the friends list
UPROPERTY(BlueprintAssignable) UPROPERTY(BlueprintAssignable)
FBlueprintGetRecentPlayersDelegate OnFailure; FBlueprintGetRecentPlayersDelegate OnFailure;
// Gets the list of recent players from the OnlineSubsystem and returns it, can be retrieved later with GetStoredRecentPlayersList, can fail if no recent players are found // Gets the list of recent players from the OnlineSubsystem and returns it, can be retrieved later with GetStoredRecentPlayersList, can fail if no recent players are found
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedFriends") UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedFriends")
static UGetRecentPlayersCallbackProxy* GetAndStoreRecentPlayersList(UObject* WorldContextObject, const FBPUniqueNetId &UniqueNetId); static UGetRecentPlayersCallbackProxy* GetAndStoreRecentPlayersList(UObject* WorldContextObject, const FBPUniqueNetId &UniqueNetId);
virtual void Activate() override; virtual void Activate() override;
private: private:
// Internal callback when the friends list is retrieved // Internal callback when the friends list is retrieved
void OnQueryRecentPlayersCompleted(const FUniqueNetId &UserID, const FString &Namespace, bool bWasSuccessful, const FString& ErrorString); void OnQueryRecentPlayersCompleted(const FUniqueNetId &UserID, const FString &Namespace, bool bWasSuccessful, const FString& ErrorString);
// Handle to the registered OnFindSessionsComplete delegate // Handle to the registered OnFindSessionsComplete delegate
FDelegateHandle DelegateHandle; FDelegateHandle DelegateHandle;
// The player controller triggering things // The player controller triggering things
//TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr; //TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
// The UniqueNetID of the person to get recent players for // The UniqueNetID of the person to get recent players for
FBPUniqueNetId cUniqueNetId; FBPUniqueNetId cUniqueNetId;
// The delegate executed // The delegate executed
FOnQueryRecentPlayersCompleteDelegate QueryRecentPlayersCompleteDelegate; FOnQueryRecentPlayersCompleteDelegate QueryRecentPlayersCompleteDelegate;
// The world context object in which this call is taking place // The world context object in which this call is taking place
TWeakObjectPtr<UObject> WorldContextObject; UObject* WorldContextObject;
}; };

View File

@@ -3,7 +3,7 @@
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "BlueprintDataDefinitions.h" #include "BlueprintDataDefinitions.h"
#include "Interfaces/OnlineIdentityInterface.h" #include "OnlineIdentityInterface.h"
#include "GetUserPrivilegeCallbackProxy.generated.h" #include "GetUserPrivilegeCallbackProxy.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FBlueprintGetUserPrivilegeDelegate,/* const &FBPUniqueNetId, PlayerID,*/ EBPUserPrivileges, QueriedPrivilege, bool, HadPrivilege); DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FBlueprintGetUserPrivilegeDelegate,/* const &FBPUniqueNetId, PlayerID,*/ EBPUserPrivileges, QueriedPrivilege, bool, HadPrivilege);
@@ -21,7 +21,7 @@ class UGetUserPrivilegeCallbackProxy : public UOnlineBlueprintCallProxyBase
UPROPERTY(BlueprintAssignable) UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnFailure; FEmptyOnlineDelegate OnFailure;
// Gets the privilage of the user // Logs out of the identity interface
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedIdentity") UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedIdentity")
static UGetUserPrivilegeCallbackProxy* GetUserPrivilege(UObject* WorldContextObject, const EBPUserPrivileges & PrivilegeToCheck, const FBPUniqueNetId & PlayerUniqueNetID); static UGetUserPrivilegeCallbackProxy* GetUserPrivilege(UObject* WorldContextObject, const EBPUserPrivileges & PrivilegeToCheck, const FBPUniqueNetId & PlayerUniqueNetID);
@@ -41,5 +41,5 @@ private:
EBPUserPrivileges UserPrivilege; EBPUserPrivileges UserPrivilege;
// The world context object in which this call is taking place // The world context object in which this call is taking place
TWeakObjectPtr<UObject> WorldContextObject; UObject* WorldContextObject;
}; };

View File

@@ -3,7 +3,7 @@
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "BlueprintDataDefinitions.h" #include "BlueprintDataDefinitions.h"
#include "Interfaces/OnlineIdentityInterface.h" #include "OnlineIdentityInterface.h"
#include "Engine/LocalPlayer.h" #include "Engine/LocalPlayer.h"
#include "LoginUserCallbackProxy.generated.h" #include "LoginUserCallbackProxy.generated.h"
@@ -20,9 +20,9 @@ class ULoginUserCallbackProxy : public UOnlineBlueprintCallProxyBase
UPROPERTY(BlueprintAssignable) UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnFailure; FEmptyOnlineDelegate OnFailure;
// Logs into the identity interface // Logs out of the identity interface
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject", AdvancedDisplay = "AuthType"), Category = "Online|AdvancedIdentity") UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedIdentity")
static ULoginUserCallbackProxy* LoginUser(UObject* WorldContextObject, class APlayerController* PlayerController, FString UserID, FString UserToken, FString AuthType); static ULoginUserCallbackProxy* LoginUser(UObject* WorldContextObject, class APlayerController* PlayerController, FString UserID, FString UserToken);
// UOnlineBlueprintCallProxyBase interface // UOnlineBlueprintCallProxyBase interface
virtual void Activate() override; virtual void Activate() override;
@@ -42,8 +42,6 @@ private:
// The user pass / token // The user pass / token
FString UserToken; FString UserToken;
FString AuthType;
// The delegate executed by the online subsystem // The delegate executed by the online subsystem
FOnLoginCompleteDelegate Delegate; FOnLoginCompleteDelegate Delegate;
@@ -51,5 +49,5 @@ private:
FDelegateHandle DelegateHandle; FDelegateHandle DelegateHandle;
// The world context object in which this call is taking place // The world context object in which this call is taking place
TWeakObjectPtr<UObject> WorldContextObject; UObject* WorldContextObject;
}; };

View File

@@ -3,7 +3,7 @@
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "BlueprintDataDefinitions.h" #include "BlueprintDataDefinitions.h"
#include "Interfaces/OnlineIdentityInterface.h" #include "OnlineIdentityInterface.h"
#include "Engine/LocalPlayer.h" #include "Engine/LocalPlayer.h"
#include "LogoutUserCallbackProxy.generated.h" #include "LogoutUserCallbackProxy.generated.h"
@@ -43,5 +43,5 @@ private:
FDelegateHandle DelegateHandle; FDelegateHandle DelegateHandle;
// The world context object in which this call is taking place // The world context object in which this call is taking place
TWeakObjectPtr<UObject> WorldContextObject; UObject* WorldContextObject;
}; };

View File

@@ -1,27 +1,27 @@
#pragma once #pragma once
//#include "EngineMinimal.h" //#include "EngineMinimal.h"
//#include "Core.h" //#include "Core.h"
//#include "OnlineSessionInterface.h" //#include "OnlineSessionInterface.h"
//#include "OnlineSessionSettings.h" //#include "OnlineSessionSettings.h"
//#include "OnlineDelegateMacros.h" //#include "OnlineDelegateMacros.h"
//#include "OnlineSubsystem.h" //#include "OnlineSubsystem.h"
//#include "OnlineSubsystemImpl.h" //#include "OnlineSubsystemImpl.h"
//#include "OnlineSubsystemUtils.h" //#include "OnlineSubsystemUtils.h"
//#include "OnlineSubsystemUtilsModule.h" //#include "OnlineSubsystemUtilsModule.h"
//#include "ModuleManager.h" //#include "ModuleManager.h"
//#include "OnlineSubsystemUtilsClasses.h" //#include "OnlineSubsystemUtilsClasses.h"
//#include "BlueprintDataDefinitions.h" //#include "BlueprintDataDefinitions.h"
/*#include "VoiceEngineImpl.h" /*#include "VoiceEngineImpl.h"
#include "VoiceInterfaceImpl.h" #include "VoiceInterfaceImpl.h"
#include "Voice.h"" #include "Voice.h""
*/ */
// Found this in the steam controller, seems like a nice thought since steam is throwing errors // Found this in the steam controller, seems like a nice thought since steam is throwing errors
// Disable crazy warnings that claim that standard C library is "deprecated". // Disable crazy warnings that claim that standard C library is "deprecated".
//#ifdef _MSC_VER //#ifdef _MSC_VER
//#pragma warning(push) //#pragma warning(push)
//#pragma warning(disable:4996) //#pragma warning(disable:4996)
//#endif //#endif

View File

@@ -1,49 +1,49 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. // Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "BlueprintDataDefinitions.h" #include "BlueprintDataDefinitions.h"
#include "Engine/LocalPlayer.h" #include "Engine/LocalPlayer.h"
#include "SendFriendInviteCallbackProxy.generated.h" #include "SendFriendInviteCallbackProxy.generated.h"
DECLARE_LOG_CATEGORY_EXTERN(AdvancedSendFriendInviteLog, Log, All); DECLARE_LOG_CATEGORY_EXTERN(AdvancedSendFriendInviteLog, Log, All);
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FBlueprintSendFriendInviteDelegate); DECLARE_DYNAMIC_MULTICAST_DELEGATE(FBlueprintSendFriendInviteDelegate);
UCLASS(MinimalAPI) UCLASS(MinimalAPI)
class USendFriendInviteCallbackProxy : public UOnlineBlueprintCallProxyBase class USendFriendInviteCallbackProxy : public UOnlineBlueprintCallProxyBase
{ {
GENERATED_UCLASS_BODY() GENERATED_UCLASS_BODY()
// Called when the friends list successfully was retrieved // Called when the friends list successfully was retrieved
UPROPERTY(BlueprintAssignable) UPROPERTY(BlueprintAssignable)
FBlueprintSendFriendInviteDelegate OnSuccess; FBlueprintSendFriendInviteDelegate OnSuccess;
// Called when there was an error retrieving the friends list // Called when there was an error retrieving the friends list
UPROPERTY(BlueprintAssignable) UPROPERTY(BlueprintAssignable)
FBlueprintSendFriendInviteDelegate OnFailure; FBlueprintSendFriendInviteDelegate OnFailure;
// Adds a friend who is using the defined UniqueNetId, some interfaces do now allow this function to be called (INCLUDING STEAM) // Adds a friend who is using the defined UniqueNetId, some interfaces do now allow this function to be called (INCLUDING STEAM)
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedFriends") UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedFriends")
static USendFriendInviteCallbackProxy* SendFriendInvite(UObject* WorldContextObject, APlayerController *PlayerController, const FBPUniqueNetId &UniqueNetIDInvited); static USendFriendInviteCallbackProxy* SendFriendInvite(UObject* WorldContextObject, APlayerController *PlayerController, const FBPUniqueNetId &UniqueNetIDInvited);
virtual void Activate() override; virtual void Activate() override;
private: private:
// Internal callback when the friends list is retrieved // Internal callback when the friends list is retrieved
void OnSendInviteComplete(int32 LocalPlayerNum, bool bWasSuccessful, const FUniqueNetId &InvitedPlayer, const FString &ListName, const FString &ErrorString); void OnSendInviteComplete(int32 LocalPlayerNum, bool bWasSuccessful, const FUniqueNetId &InvitedPlayer, const FString &ListName, const FString &ErrorString);
// The player controller triggering things // The player controller triggering things
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr; TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
// The UniqueNetID of the person to invite // The UniqueNetID of the person to invite
FBPUniqueNetId cUniqueNetId; FBPUniqueNetId cUniqueNetId;
// The delegate to call on completion // The delegate to call on completion
FOnSendInviteComplete OnSendInviteCompleteDelegate; FOnSendInviteComplete OnSendInviteCompleteDelegate;
// The world context object in which this call is taking place // The world context object in which this call is taking place
TWeakObjectPtr<UObject> WorldContextObject; UObject* WorldContextObject;
}; };

View File

@@ -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(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
TWeakObjectPtr<UObject> WorldContextObject;
};

View File

@@ -2,7 +2,6 @@
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "Engine/Engine.h"
#include "BlueprintDataDefinitions.h" #include "BlueprintDataDefinitions.h"
#include "UpdateSessionCallbackProxyAdvanced.generated.h" #include "UpdateSessionCallbackProxyAdvanced.generated.h"
@@ -21,7 +20,7 @@ class UUpdateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
// 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 // 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
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject",AutoCreateRefTerm="ExtraSettings"), Category = "Online|AdvancedSessions") UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject",AutoCreateRefTerm="ExtraSettings"), Category = "Online|AdvancedSessions")
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); 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);
// UOnlineBlueprintCallProxyBase interface // UOnlineBlueprintCallProxyBase interface
virtual void Activate() override; virtual void Activate() override;
@@ -38,38 +37,30 @@ private:
FDelegateHandle OnUpdateSessionCompleteDelegateHandle; FDelegateHandle OnUpdateSessionCompleteDelegateHandle;
// Number of public connections // Number of public connections
int NumPublicConnections = 100; int NumPublicConnections;
// Number of private connections // Number of private connections
int NumPrivateConnections = 0; int NumPrivateConnections;
// Whether or not to search LAN // Whether or not to search LAN
bool bUseLAN = false; bool bUseLAN;
// Whether or not to allow invites // Whether or not to allow invites
bool bAllowInvites = true; bool bAllowInvites;
// Store extra settings // Store extra settings
TArray<FSessionPropertyKeyPair> ExtraSettings; TArray<FSessionPropertyKeyPair> ExtraSettings;
// Whether to update the online data // Whether to update the online data
bool bRefreshOnlineData = true; bool bRefreshOnlineData;
// Allow joining in progress // Allow joining in progress
bool bAllowJoinInProgress = true; bool bAllowJoinInProgress;
// Allow joining in progress
bool bAllowJoinViaPresence = true;
// Allow joining in progress
bool bAllowJoinViaPresenceFriendsOnly = false;
// Update whether this is a dedicated server or not // Update whether this is a dedicated server or not
bool bDedicatedServer = false; bool bDedicatedServer;
bool bShouldAdvertise = true;
// The world context object in which this call is taking place // The world context object in which this call is taking place
TWeakObjectPtr<UObject> WorldContextObject; UObject* WorldContextObject;
}; };

View File

@@ -1,209 +1,160 @@
// 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 "AdvancedExternalUILibrary.h" #include "AdvancedExternalUILibrary.h"
#include "Engine/LocalPlayer.h" #include "Engine/LocalPlayer.h"
//General Log //General Log
DEFINE_LOG_CATEGORY(AdvancedExternalUILog); DEFINE_LOG_CATEGORY(AdvancedExternalUILog);
void UAdvancedExternalUILibrary::ShowAccountUpgradeUI(UObject* WorldContextObject, const FBPUniqueNetId PlayerRequestingAccountUpgradeUI, EBlueprintResultSwitch &Result) void UAdvancedExternalUILibrary::ShowAccountUpgradeUI(const FBPUniqueNetId PlayerRequestingAccountUpgradeUI, EBlueprintResultSwitch &Result)
{ {
IOnlineExternalUIPtr ExternalUIInterface = Online::GetExternalUIInterface();
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
if (!IsValid(World)) if (!ExternalUIInterface.IsValid())
{ {
Result = EBlueprintResultSwitch::OnFailure; UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowAccountUpgradeUI Failed to get External UI interface!"));
return; Result = EBlueprintResultSwitch::OnFailure;
} return;
}
IOnlineExternalUIPtr ExternalUIInterface = Online::GetExternalUIInterface(World);
ExternalUIInterface->ShowAccountUpgradeUI(*PlayerRequestingAccountUpgradeUI.GetUniqueNetId());
if (!ExternalUIInterface.IsValid()) Result = EBlueprintResultSwitch::OnSuccess;
{ }
UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowAccountUpgradeUI Failed to get External UI interface!"));
Result = EBlueprintResultSwitch::OnFailure; void UAdvancedExternalUILibrary::ShowProfileUI(const FBPUniqueNetId PlayerViewingProfile, const FBPUniqueNetId PlayerToViewProfileOf, EBlueprintResultSwitch &Result)
return; {
}
IOnlineExternalUIPtr ExternalUIInterface = Online::GetExternalUIInterface();
ExternalUIInterface->ShowAccountUpgradeUI(*PlayerRequestingAccountUpgradeUI.GetUniqueNetId());
Result = EBlueprintResultSwitch::OnSuccess; if (!ExternalUIInterface.IsValid())
} {
UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowProfileUI Failed to get External UI interface!"));
void UAdvancedExternalUILibrary::ShowProfileUI(UObject* WorldContextObject, const FBPUniqueNetId PlayerViewingProfile, const FBPUniqueNetId PlayerToViewProfileOf, EBlueprintResultSwitch &Result) Result = EBlueprintResultSwitch::OnFailure;
{ return;
}
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
if (!IsValid(World)) ExternalUIInterface->ShowProfileUI(*PlayerViewingProfile.GetUniqueNetId(), *PlayerToViewProfileOf.GetUniqueNetId(), NULL);
{ Result = EBlueprintResultSwitch::OnSuccess;
Result = EBlueprintResultSwitch::OnFailure; }
return;
}
IOnlineExternalUIPtr ExternalUIInterface = Online::GetExternalUIInterface(World); void UAdvancedExternalUILibrary::ShowWebURLUI(FString URLToShow, EBlueprintResultSwitch &Result, TArray<FString>& AllowedDomains, bool bEmbedded, bool bShowBackground, bool bShowCloseButton, int32 OffsetX, int32 OffsetY, int32 SizeX, int32 SizeY)
{
if (!ExternalUIInterface.IsValid()) IOnlineExternalUIPtr ExternalUIInterface = Online::GetExternalUIInterface();
{
UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowProfileUI Failed to get External UI interface!")); if (!ExternalUIInterface.IsValid())
Result = EBlueprintResultSwitch::OnFailure; {
return; UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowWebURLUI Failed to get External UI interface!"));
} Result = EBlueprintResultSwitch::OnFailure;
return;
ExternalUIInterface->ShowProfileUI(*PlayerViewingProfile.GetUniqueNetId(), *PlayerToViewProfileOf.GetUniqueNetId(), NULL); }
Result = EBlueprintResultSwitch::OnSuccess;
} URLToShow = URLToShow.Replace(TEXT("http://"), TEXT(""));
URLToShow = URLToShow.Replace(TEXT("https://"), TEXT(""));
FShowWebUrlParams Params;
void UAdvancedExternalUILibrary::ShowWebURLUI(UObject* WorldContextObject, FString URLToShow, EBlueprintResultSwitch &Result, TArray<FString>& AllowedDomains, bool bEmbedded, bool bShowBackground, bool bShowCloseButton, int32 OffsetX, int32 OffsetY, int32 SizeX, int32 SizeY) Params.AllowedDomains = AllowedDomains;
{ Params.bEmbedded = bEmbedded;
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull); Params.bShowBackground = bShowBackground;
if (!IsValid(World)) Params.bShowCloseButton = bShowCloseButton;
{ Params.OffsetX = OffsetX;
Result = EBlueprintResultSwitch::OnFailure; Params.OffsetY = OffsetY;
return; Params.SizeX = SizeX;
} Params.SizeY = SizeY;
IOnlineExternalUIPtr ExternalUIInterface = Online::GetExternalUIInterface(World); ExternalUIInterface->ShowWebURL(URLToShow, Params);
Result = EBlueprintResultSwitch::OnSuccess;
if (!ExternalUIInterface.IsValid()) }
{
UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowWebURLUI Failed to get External UI interface!")); void UAdvancedExternalUILibrary::CloseWebURLUI()
Result = EBlueprintResultSwitch::OnFailure; {
return; IOnlineExternalUIPtr ExternalUIInterface = Online::GetExternalUIInterface();
}
if (!ExternalUIInterface.IsValid())
URLToShow = URLToShow.Replace(TEXT("http://"), TEXT("")); {
URLToShow = URLToShow.Replace(TEXT("https://"), TEXT("")); UE_LOG(AdvancedExternalUILog, Warning, TEXT("CloseWebURLUI Failed to get External UI interface!"));
return;
FShowWebUrlParams Params; }
Params.AllowedDomains = AllowedDomains;
Params.bEmbedded = bEmbedded; ExternalUIInterface->CloseWebURL();
Params.bShowBackground = bShowBackground; }
Params.bShowCloseButton = bShowCloseButton;
Params.OffsetX = OffsetX; void UAdvancedExternalUILibrary::ShowLeaderBoardUI(FString LeaderboardName, EBlueprintResultSwitch &Result)
Params.OffsetY = OffsetY; {
Params.SizeX = SizeX; IOnlineExternalUIPtr ExternalUIInterface = Online::GetExternalUIInterface();
Params.SizeY = SizeY;
if (!ExternalUIInterface.IsValid())
ExternalUIInterface->ShowWebURL(URLToShow, Params); {
Result = EBlueprintResultSwitch::OnSuccess; UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowLeaderboardsUI Failed to get External UI interface!"));
} Result = EBlueprintResultSwitch::OnFailure;
return;
void UAdvancedExternalUILibrary::CloseWebURLUI(UObject* WorldContextObject) }
{
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull); ExternalUIInterface->ShowLeaderboardUI(LeaderboardName);
if (!IsValid(World)) Result = EBlueprintResultSwitch::OnSuccess;
{
return; }
}
IOnlineExternalUIPtr ExternalUIInterface = Online::GetExternalUIInterface(World); void UAdvancedExternalUILibrary::ShowInviteUI(APlayerController *PlayerController, EBlueprintResultSwitch &Result)
{
if (!ExternalUIInterface.IsValid()) if (!PlayerController)
{ {
UE_LOG(AdvancedExternalUILog, Warning, TEXT("CloseWebURLUI Failed to get External UI interface!")); UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowInviteUI Had a bad Player Controller!"));
return; Result = EBlueprintResultSwitch::OnFailure;
} return;
}
ExternalUIInterface->CloseWebURL();
} IOnlineExternalUIPtr ExternalUIInterface = Online::GetExternalUIInterface();
void UAdvancedExternalUILibrary::ShowLeaderBoardUI(UObject* WorldContextObject, FString LeaderboardName, EBlueprintResultSwitch &Result) if (!ExternalUIInterface.IsValid())
{ {
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull); UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowInviteUI Failed to get External UI interface!"));
if (!IsValid(World)) Result = EBlueprintResultSwitch::OnFailure;
{ return;
Result = EBlueprintResultSwitch::OnFailure; }
return;
} ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
IOnlineExternalUIPtr ExternalUIInterface = Online::GetExternalUIInterface(World); if (!Player)
{
if (!ExternalUIInterface.IsValid()) UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowInviteUI Failed to get ULocalPlayer for the given PlayerController!"));
{ Result = EBlueprintResultSwitch::OnFailure;
UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowLeaderboardsUI Failed to get External UI interface!")); return;
Result = EBlueprintResultSwitch::OnFailure; }
return;
} ExternalUIInterface->ShowInviteUI(Player->GetControllerId(), GameSessionName);
Result = EBlueprintResultSwitch::OnSuccess;
ExternalUIInterface->ShowLeaderboardUI(LeaderboardName); }
Result = EBlueprintResultSwitch::OnSuccess;
void UAdvancedExternalUILibrary::ShowFriendsUI(APlayerController *PlayerController, EBlueprintResultSwitch &Result)
} {
if (!PlayerController)
{
void UAdvancedExternalUILibrary::ShowInviteUI(UObject* WorldContextObject, APlayerController *PlayerController, EBlueprintResultSwitch &Result) UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowFriendsUI Had a bad Player Controller!"));
{ Result = EBlueprintResultSwitch::OnFailure;
if (!PlayerController) return;
{ }
UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowInviteUI Had a bad Player Controller!"));
Result = EBlueprintResultSwitch::OnFailure; IOnlineExternalUIPtr ExternalUIInterface = Online::GetExternalUIInterface();
return;
} if (!ExternalUIInterface.IsValid())
{
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull); UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowFriendsUI Failed to get External UI interface!"));
if (!IsValid(World)) Result = EBlueprintResultSwitch::OnFailure;
{ return;
Result = EBlueprintResultSwitch::OnFailure; }
return;
} ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
IOnlineExternalUIPtr ExternalUIInterface = Online::GetExternalUIInterface(World); if (!Player)
{
if (!ExternalUIInterface.IsValid()) UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowFriendsUI Failed to get ULocalPlayer for the given PlayerController!"));
{ Result = EBlueprintResultSwitch::OnFailure;
UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowInviteUI Failed to get External UI interface!")); return;
Result = EBlueprintResultSwitch::OnFailure; }
return;
} ExternalUIInterface->ShowFriendsUI(Player->GetControllerId());
Result = EBlueprintResultSwitch::OnSuccess;
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
if (!Player)
{
UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowInviteUI Failed to get ULocalPlayer for the given PlayerController!"));
Result = EBlueprintResultSwitch::OnFailure;
return;
}
ExternalUIInterface->ShowInviteUI(Player->GetControllerId(), NAME_GameSession);
Result = EBlueprintResultSwitch::OnSuccess;
}
void UAdvancedExternalUILibrary::ShowFriendsUI(UObject* WorldContextObject, APlayerController *PlayerController, EBlueprintResultSwitch &Result)
{
if (!PlayerController)
{
UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowFriendsUI Had a bad Player Controller!"));
Result = EBlueprintResultSwitch::OnFailure;
return;
}
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
if (!IsValid(World))
{
Result = EBlueprintResultSwitch::OnFailure;
return;
}
IOnlineExternalUIPtr ExternalUIInterface = Online::GetExternalUIInterface(World);
if (!ExternalUIInterface.IsValid())
{
UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowFriendsUI Failed to get External UI interface!"));
Result = EBlueprintResultSwitch::OnFailure;
return;
}
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
if (!Player)
{
UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowFriendsUI Failed to get ULocalPlayer for the given PlayerController!"));
Result = EBlueprintResultSwitch::OnFailure;
return;
}
ExternalUIInterface->ShowFriendsUI(Player->GetControllerId());
Result = EBlueprintResultSwitch::OnSuccess;
} }

View File

@@ -1,401 +1,332 @@
// 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 "AdvancedFriendsGameInstance.h" #include "AdvancedFriendsGameInstance.h"
#include "Kismet/GameplayStatics.h"
#include "GameFramework/PlayerController.h" //General Log
DEFINE_LOG_CATEGORY(AdvancedFriendsInterfaceLog);
//General Log
DEFINE_LOG_CATEGORY(AdvancedFriendsInterfaceLog); UAdvancedFriendsGameInstance::UAdvancedFriendsGameInstance(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
UAdvancedFriendsGameInstance::UAdvancedFriendsGameInstance(const FObjectInitializer& ObjectInitializer) , bCallFriendInterfaceEventsOnPlayerControllers(true)
: Super(ObjectInitializer) , bCallIdentityInterfaceEventsOnPlayerControllers(true)
, bCallFriendInterfaceEventsOnPlayerControllers(true) , bCallVoiceInterfaceEventsOnPlayerControllers(true)
, bCallIdentityInterfaceEventsOnPlayerControllers(true) , bEnableTalkingStatusDelegate(true)
, bCallVoiceInterfaceEventsOnPlayerControllers(true) , SessionInviteReceivedDelegate(FOnSessionInviteReceivedDelegate::CreateUObject(this, &ThisClass::OnSessionInviteReceivedMaster))
, bEnableTalkingStatusDelegate(true) , SessionInviteAcceptedDelegate(FOnSessionUserInviteAcceptedDelegate::CreateUObject(this, &ThisClass::OnSessionInviteAcceptedMaster))
, SessionInviteReceivedDelegate(FOnSessionInviteReceivedDelegate::CreateUObject(this, &ThisClass::OnSessionInviteReceivedMaster)) , PlayerTalkingStateChangedDelegate(FOnPlayerTalkingStateChangedDelegate::CreateUObject(this, &ThisClass::OnPlayerTalkingStateChangedMaster))
, SessionInviteAcceptedDelegate(FOnSessionUserInviteAcceptedDelegate::CreateUObject(this, &ThisClass::OnSessionInviteAcceptedMaster)) , PlayerLoginChangedDelegate(FOnLoginChangedDelegate::CreateUObject(this, &ThisClass::OnPlayerLoginChangedMaster))
, PlayerTalkingStateChangedDelegate(FOnPlayerTalkingStateChangedDelegate::CreateUObject(this, &ThisClass::OnPlayerTalkingStateChangedMaster)) , PlayerLoginStatusChangedDelegate(FOnLoginStatusChangedDelegate::CreateUObject(this, &ThisClass::OnPlayerLoginStatusChangedMaster))
, PlayerLoginChangedDelegate(FOnLoginChangedDelegate::CreateUObject(this, &ThisClass::OnPlayerLoginChangedMaster)) {
, PlayerLoginStatusChangedDelegate(FOnLoginStatusChangedDelegate::CreateUObject(this, &ThisClass::OnPlayerLoginStatusChangedMaster)) }
{
} void UAdvancedFriendsGameInstance::Shutdown()
{
void UAdvancedFriendsGameInstance::OnSessionUserInviteAccepted(const bool bWasSuccessful, const int32 ControllerId, FUniqueNetIdPtr UserId, const FOnlineSessionSearchResult& InviteResult) IOnlineSessionPtr SessionInterface = Online::GetSessionInterface();
{
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(GetWorld()); if (!SessionInterface.IsValid())
if (SessionInterface.IsValid()) {
{ UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsGameInstance Failed to get session system!"));
SessionInterface->ClearOnJoinSessionCompleteDelegate_Handle(OnJoinSessionCompleteDelegateHandle); //return;
OnJoinSessionCompleteDelegateHandle = SessionInterface->AddOnJoinSessionCompleteDelegate_Handle( }
FOnJoinSessionCompleteDelegate::CreateUObject(this, &UAdvancedFriendsGameInstance::OnJoinSessionComplete)); else
{
// Temp for 5.5, they aren't filling in the struct correctly // Clear all of the delegate handles here
if (!InviteResult.Session.SessionSettings.bIsDedicated) SessionInterface->ClearOnSessionUserInviteAcceptedDelegate_Handle(SessionInviteAcceptedDelegateHandle);
{ SessionInterface->ClearOnSessionInviteReceivedDelegate_Handle(SessionInviteReceivedDelegateHandle);
FOnlineSessionSearchResult ModResult = InviteResult; }
ModResult.Session.SessionSettings.bUsesPresence = true;
ModResult.Session.SessionSettings.bUseLobbiesIfAvailable = true;
SessionInterface->JoinSession(0, NAME_GameSession, ModResult); if (bEnableTalkingStatusDelegate)
} {
else IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
{
SessionInterface->JoinSession(0, NAME_GameSession, InviteResult); if (VoiceInterface.IsValid())
} {
} VoiceInterface->ClearOnPlayerTalkingStateChangedDelegate_Handle(PlayerTalkingStateChangedDelegateHandle);
UE_LOG(AdvancedFriendsInterfaceLog, Log, TEXT("Called Join Session for Steam Friends List UI InviteResults: %s, UserId: %s"), *InviteResult.GetSessionIdStr(), *UserId->ToString()); }
} else
{
void UAdvancedFriendsGameInstance::OnJoinSessionComplete(FName SessionName, EOnJoinSessionCompleteResult::Type Result)
{ UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get voice interface!"));
}
// If we don't want to auto travel to the session instance then exit out }
if (!bAutoTravelOnAcceptedUserInviteReceived)
{ IOnlineIdentityPtr IdentityInterface = Online::GetIdentityInterface();
return;
} if (IdentityInterface.IsValid())
{
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(GetWorld()); IdentityInterface->ClearOnLoginChangedDelegate_Handle(PlayerLoginChangedDelegateHandle);
if (SessionInterface.IsValid())
{
FString ConnectInfo; // I am just defaulting to player 1
if (SessionInterface->GetResolvedConnectString(NAME_GameSession, ConnectInfo)) IdentityInterface->ClearOnLoginStatusChangedDelegate_Handle(0, PlayerLoginStatusChangedDelegateHandle);
{ }
APlayerController* PlayerController = GetFirstLocalPlayerController();
if (PlayerController)
{ Super::Shutdown();
PlayerController->ClientTravel(ConnectInfo, ETravelType::TRAVEL_Absolute); }
}
} void UAdvancedFriendsGameInstance::Init()
} {
} IOnlineSessionPtr SessionInterface = Online::GetSessionInterface();//OnlineSub->GetSessionInterface();
void UAdvancedFriendsGameInstance::Shutdown() if (SessionInterface.IsValid())
{ {
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(GetWorld()); // Currently doesn't store a handle or assign a delegate to any local player beyond the first.....should handle?
// Thought about directly handling it but friends for multiple players probably isn't required
if (!SessionInterface.IsValid()) // Iterating through the local player TArray only works if it has had players assigned to it, most of the online interfaces don't support
{ // Multiple logins either (IE: Steam)
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsGameInstance Failed to get session system!")); SessionInviteAcceptedDelegateHandle = SessionInterface->AddOnSessionUserInviteAcceptedDelegate_Handle(SessionInviteAcceptedDelegate);
//return;
} SessionInviteReceivedDelegateHandle = SessionInterface->AddOnSessionInviteReceivedDelegate_Handle(SessionInviteReceivedDelegate);
else }
{ else
// Clear all of the delegate handles here {
SessionInterface->ClearOnSessionUserInviteAcceptedDelegate_Handle(SessionInviteAcceptedDelegateHandle); UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get session interface!"));
SessionInterface->ClearOnSessionInviteReceivedDelegate_Handle(SessionInviteReceivedDelegateHandle); //return;
SessionInterface->ClearOnJoinSessionCompleteDelegate_Handle(OnJoinSessionCompleteDelegateHandle); }
}
// Beginning work on the voice interface
if (bEnableTalkingStatusDelegate)
if (bEnableTalkingStatusDelegate) {
{ IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(GetWorld());
if (VoiceInterface.IsValid())
if (VoiceInterface.IsValid()) {
{ PlayerTalkingStateChangedDelegateHandle = VoiceInterface->AddOnPlayerTalkingStateChangedDelegate_Handle(PlayerTalkingStateChangedDelegate);
VoiceInterface->ClearOnPlayerTalkingStateChangedDelegate_Handle(PlayerTalkingStateChangedDelegateHandle); }
} else
else {
{
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get voice interface!"));
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get voice interface!")); }
} }
}
IOnlineIdentityPtr IdentityInterface = Online::GetIdentityInterface();
IOnlineIdentityPtr IdentityInterface = Online::GetIdentityInterface(GetWorld());
if (IdentityInterface.IsValid())
if (IdentityInterface.IsValid()) {
{ PlayerLoginChangedDelegateHandle = IdentityInterface->AddOnLoginChangedDelegate_Handle(PlayerLoginChangedDelegate);
IdentityInterface->ClearOnLoginChangedDelegate_Handle(PlayerLoginChangedDelegateHandle);
// Just defaulting to player 1
PlayerLoginStatusChangedDelegateHandle = IdentityInterface->AddOnLoginStatusChangedDelegate_Handle(0, PlayerLoginStatusChangedDelegate);
// I am just defaulting to player 1 }
IdentityInterface->ClearOnLoginStatusChangedDelegate_Handle(0, PlayerLoginStatusChangedDelegateHandle); else
} {
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get identity interface!"));
}
Super::Shutdown();
}
Super::Init();
void UAdvancedFriendsGameInstance::Init() }
{
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(GetWorld());//OnlineSub->GetSessionInterface(); /*void UAdvancedFriendsGameInstance::PostLoad()
{
if (SessionInterface.IsValid()) Super::PostLoad();
{ }*/
// Currently doesn't store a handle or assign a delegate to any local player beyond the first.....should handle?
// Thought about directly handling it but friends for multiple players probably isn't required
// Iterating through the local player TArray only works if it has had players assigned to it, most of the online interfaces don't support // Removed because it never gets called by the online subsystems
// Multiple logins either (IE: Steam) /*void UAdvancedFriendsGameInstance::OnSessionInviteReceivedMaster(const FUniqueNetId &InvitedPlayer, const FUniqueNetId &FriendInviting, const FOnlineSessionSearchResult& Session)
SessionInviteAcceptedDelegateHandle = SessionInterface->AddOnSessionUserInviteAcceptedDelegate_Handle(SessionInviteAcceptedDelegate); {
// Just call the blueprint event to let the user handle this
SessionInviteReceivedDelegateHandle = SessionInterface->AddOnSessionInviteReceivedDelegate_Handle(SessionInviteReceivedDelegate);
FBPUniqueNetId IP, FI;
// Custom steam join game delegate
SessionInterface->OnSessionUserInviteAcceptedDelegates.AddUObject(this, &UAdvancedFriendsGameInstance::OnSessionUserInviteAccepted); IP.SetUniqueNetId(&InvitedPlayer);
}
else FI.SetUniqueNetId(&FriendInviting);
{
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get session interface!")); FBlueprintSessionResult BPS;
//return; BPS.OnlineResult = Session;
} OnSessionInviteReceived(IP,FI,BPS);
// Beginning work on the voice interface TArray<class APlayerState*>& PlayerArray = GetWorld()->GetGameState()->PlayerArray;
if (bEnableTalkingStatusDelegate) const TArray<class ULocalPlayer*>&ControllerArray = this->GetLocalPlayers();
{
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(GetWorld()); for (int i = 0; i < ControllerArray.Num(); i++)
{
if (VoiceInterface.IsValid()) if (*PlayerArray[ControllerArray[i]->PlayerController->NetPlayerIndex]->UniqueId.GetUniqueNetId().Get() == InvitedPlayer)
{ {
PlayerTalkingStateChangedDelegateHandle = VoiceInterface->AddOnPlayerTalkingStateChangedDelegate_Handle(PlayerTalkingStateChangedDelegate); //Run the Event specific to the actor, if the actor has the interface, otherwise ignore
} if (ControllerArray[i]->PlayerController->GetClass()->ImplementsInterface(UAdvancedFriendsInterface::StaticClass()))
else {
{ IAdvancedFriendsInterface::Execute_OnSessionInviteReceived(ControllerArray[i]->PlayerController, FI, BPS);
}
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get voice interface!")); break;
} }
} }
}*/
IOnlineIdentityPtr IdentityInterface = Online::GetIdentityInterface(GetWorld());
void UAdvancedFriendsGameInstance::OnPlayerLoginStatusChangedMaster(int32 PlayerNum, ELoginStatus::Type PreviousStatus, ELoginStatus::Type NewStatus, const FUniqueNetId & NewPlayerUniqueNetID)
if (IdentityInterface.IsValid()) {
{ EBPLoginStatus OrigStatus = (EBPLoginStatus)PreviousStatus;
PlayerLoginChangedDelegateHandle = IdentityInterface->AddOnLoginChangedDelegate_Handle(PlayerLoginChangedDelegate); EBPLoginStatus CurrentStatus = (EBPLoginStatus)NewStatus;
FBPUniqueNetId PlayerID;
// Just defaulting to player 1 PlayerID.SetUniqueNetId(&NewPlayerUniqueNetID);
PlayerLoginStatusChangedDelegateHandle = IdentityInterface->AddOnLoginStatusChangedDelegate_Handle(0, PlayerLoginStatusChangedDelegate);
} OnPlayerLoginStatusChanged(PlayerNum, OrigStatus,CurrentStatus,PlayerID);
else
{
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get identity interface!")); if (bCallIdentityInterfaceEventsOnPlayerControllers)
} {
APlayerController* Player = UGameplayStatics::GetPlayerController(GetWorld(), PlayerNum);
Super::Init(); if (Player != NULL)
} {
//Run the Event specific to the actor, if the actor has the interface, otherwise ignore
/*void UAdvancedFriendsGameInstance::PostLoad() if (Player->GetClass()->ImplementsInterface(UAdvancedFriendsInterface::StaticClass()))
{ {
Super::PostLoad(); IAdvancedFriendsInterface::Execute_OnPlayerLoginStatusChanged(Player, OrigStatus, CurrentStatus, PlayerID);
}*/ }
}
else
// Removed because it never gets called by the online subsystems {
/*void UAdvancedFriendsGameInstance::OnSessionInviteReceivedMaster(const FUniqueNetId &InvitedPlayer, const FUniqueNetId &FriendInviting, const FOnlineSessionSearchResult& Session) UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get a controller with the specified index in OnPlayerLoginStatusChangedMaster!"));
{ }
// Just call the blueprint event to let the user handle this }
}
FBPUniqueNetId IP, FI;
void UAdvancedFriendsGameInstance::OnPlayerLoginChangedMaster(int32 PlayerNum)
IP.SetUniqueNetId(&InvitedPlayer); {
OnPlayerLoginChanged(PlayerNum);
FI.SetUniqueNetId(&FriendInviting);
if (bCallIdentityInterfaceEventsOnPlayerControllers)
FBlueprintSessionResult BPS; {
BPS.OnlineResult = Session; APlayerController* Player = UGameplayStatics::GetPlayerController(GetWorld(), PlayerNum);
OnSessionInviteReceived(IP,FI,BPS);
if (Player != NULL)
TArray<class APlayerState*>& PlayerArray = GetWorld()->GetGameState()->PlayerArray; {
const TArray<class ULocalPlayer*>&ControllerArray = this->GetLocalPlayers(); //Run the Event specific to the actor, if the actor has the interface, otherwise ignore
if (Player->GetClass()->ImplementsInterface(UAdvancedFriendsInterface::StaticClass()))
for (int i = 0; i < ControllerArray.Num(); i++) {
{ IAdvancedFriendsInterface::Execute_OnPlayerLoginChanged(Player, PlayerNum);
if (*PlayerArray[ControllerArray[i]->PlayerController->NetPlayerIndex]->UniqueId.GetUniqueNetId().Get() == InvitedPlayer) }
{ }
//Run the Event specific to the actor, if the actor has the interface, otherwise ignore else
if (ControllerArray[i]->PlayerController->GetClass()->ImplementsInterface(UAdvancedFriendsInterface::StaticClass())) {
{ UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get a controller with the specified index in OnPlayerLoginChanged!"));
IAdvancedFriendsInterface::Execute_OnSessionInviteReceived(ControllerArray[i]->PlayerController, FI, BPS); }
} }
break; }
}
} void UAdvancedFriendsGameInstance::OnPlayerTalkingStateChangedMaster(TSharedRef<const FUniqueNetId> PlayerId, bool bIsTalking)
}*/ {
FBPUniqueNetId PlayerTalking;
void UAdvancedFriendsGameInstance::OnPlayerLoginStatusChangedMaster(int32 PlayerNum, ELoginStatus::Type PreviousStatus, ELoginStatus::Type NewStatus, const FUniqueNetId & NewPlayerUniqueNetID) PlayerTalking.SetUniqueNetId(PlayerId);
{ OnPlayerTalkingStateChanged(PlayerTalking, bIsTalking);
EBPLoginStatus OrigStatus = (EBPLoginStatus)PreviousStatus;
EBPLoginStatus CurrentStatus = (EBPLoginStatus)NewStatus; if (bCallVoiceInterfaceEventsOnPlayerControllers)
FBPUniqueNetId PlayerID; {
PlayerID.SetUniqueNetId(&NewPlayerUniqueNetID); APlayerController* Player = NULL;
OnPlayerLoginStatusChanged(PlayerNum, OrigStatus,CurrentStatus,PlayerID); for (const ULocalPlayer* LPlayer : LocalPlayers)
{
Player = UGameplayStatics::GetPlayerController(GetWorld(), LPlayer->GetControllerId());
if (bCallIdentityInterfaceEventsOnPlayerControllers)
{ if (Player != NULL)
APlayerController* Player = UGameplayStatics::GetPlayerController(GetWorld(), PlayerNum); {
//Run the Event specific to the actor, if the actor has the interface, otherwise ignore
if (Player != NULL) if (Player->GetClass()->ImplementsInterface(UAdvancedFriendsInterface::StaticClass()))
{ {
//Run the Event specific to the actor, if the actor has the interface, otherwise ignore IAdvancedFriendsInterface::Execute_OnPlayerVoiceStateChanged(Player, PlayerTalking, bIsTalking);
if (Player->GetClass()->ImplementsInterface(UAdvancedFriendsInterface::StaticClass())) }
{ }
IAdvancedFriendsInterface::Execute_OnPlayerLoginStatusChanged(Player, OrigStatus, CurrentStatus, PlayerID); else
} {
} UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get a controller with the specified index in OnVoiceStateChanged!"));
else }
{ }
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get a controller with the specified index in OnPlayerLoginStatusChangedMaster!")); }
} }
}
} void UAdvancedFriendsGameInstance::OnSessionInviteReceivedMaster(const FUniqueNetId & PersonInvited, const FUniqueNetId & PersonInviting, const FString& AppId, const FOnlineSessionSearchResult& SessionToJoin)
{
void UAdvancedFriendsGameInstance::OnPlayerLoginChangedMaster(int32 PlayerNum) if (SessionToJoin.IsValid())
{ {
OnPlayerLoginChanged(PlayerNum); FBlueprintSessionResult BluePrintResult;
BluePrintResult.OnlineResult = SessionToJoin;
if (bCallIdentityInterfaceEventsOnPlayerControllers)
{ FBPUniqueNetId PInvited;
APlayerController* Player = UGameplayStatics::GetPlayerController(GetWorld(), PlayerNum); PInvited.SetUniqueNetId(&PersonInvited);
if (Player != NULL) FBPUniqueNetId PInviting;
{ PInviting.SetUniqueNetId(&PersonInviting);
//Run the Event specific to the actor, if the actor has the interface, otherwise ignore
if (Player->GetClass()->ImplementsInterface(UAdvancedFriendsInterface::StaticClass()))
{ TArray<APlayerController*> PlayerList;
IAdvancedFriendsInterface::Execute_OnPlayerLoginChanged(Player, PlayerNum); GEngine->GetAllLocalPlayerControllers(PlayerList);
}
} APlayerController* Player = NULL;
else
{ int32 LocalPlayer = 0;
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get a controller with the specified index in OnPlayerLoginChanged!")); for (int i = 0; i < PlayerList.Num(); i++)
} {
} if (*PlayerList[i]->PlayerState->UniqueId.GetUniqueNetId() == PersonInvited)
} {
LocalPlayer = i;
void UAdvancedFriendsGameInstance::OnPlayerTalkingStateChangedMaster(TSharedRef<const FUniqueNetId> PlayerId, bool bIsTalking) Player = PlayerList[i];
{ break;
FBPUniqueNetId PlayerTalking; }
PlayerTalking.SetUniqueNetId(PlayerId); }
OnPlayerTalkingStateChanged(PlayerTalking, bIsTalking);
OnSessionInviteReceived(LocalPlayer, PInviting, AppId, BluePrintResult);
if (bCallVoiceInterfaceEventsOnPlayerControllers)
{ //IAdvancedFriendsInterface* TheInterface = NULL;
APlayerController* Player = NULL;
if (Player != NULL)
for (const ULocalPlayer* LPlayer : LocalPlayers) {
{ //Run the Event specific to the actor, if the actor has the interface, otherwise ignore
Player = UGameplayStatics::GetPlayerController(GetWorld(), LPlayer->GetControllerId()); if (Player->GetClass()->ImplementsInterface(UAdvancedFriendsInterface::StaticClass()))
{
if (Player != NULL) IAdvancedFriendsInterface::Execute_OnSessionInviteReceived(Player, PInviting, BluePrintResult);
{ }
//Run the Event specific to the actor, if the actor has the interface, otherwise ignore }
if (Player->GetClass()->ImplementsInterface(UAdvancedFriendsInterface::StaticClass())) else
{ {
IAdvancedFriendsInterface::Execute_OnPlayerVoiceStateChanged(Player, PlayerTalking, bIsTalking); UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get a controller with the specified index in OnSessionInviteReceived!"));
} }
} }
else else
{ {
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get a controller with the specified index in OnVoiceStateChanged!")); UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Return a bad search result in OnSessionInviteReceived!"));
} }
} }
}
} void UAdvancedFriendsGameInstance::OnSessionInviteAcceptedMaster(const bool bWasSuccessful, int32 LocalPlayer, TSharedPtr<const FUniqueNetId> PersonInvited, const FOnlineSessionSearchResult& SessionToJoin)
{
void UAdvancedFriendsGameInstance::OnSessionInviteReceivedMaster(const FUniqueNetId & PersonInvited, const FUniqueNetId & PersonInviting, const FString& AppId, const FOnlineSessionSearchResult& SessionToJoin) if (bWasSuccessful)
{ {
if (SessionToJoin.IsValid()) if (SessionToJoin.IsValid())
{ {
FBlueprintSessionResult BluePrintResult;
BluePrintResult.OnlineResult = SessionToJoin; FBlueprintSessionResult BluePrintResult;
BluePrintResult.OnlineResult = SessionToJoin;
FBPUniqueNetId PInvited;
PInvited.SetUniqueNetId(&PersonInvited); FBPUniqueNetId PInvited;
PInvited.SetUniqueNetId(PersonInvited);
FBPUniqueNetId PInviting;
PInviting.SetUniqueNetId(&PersonInviting); OnSessionInviteAccepted(LocalPlayer,PInvited, BluePrintResult);
APlayerController* Player = UGameplayStatics::GetPlayerController(GetWorld(), LocalPlayer);
TArray<APlayerController*> PlayerList;
GEngine->GetAllLocalPlayerControllers(PlayerList); //IAdvancedFriendsInterface* TheInterface = NULL;
APlayerController* Player = NULL; if (Player != NULL)
{
int32 LocalPlayer = 0; //Run the Event specific to the actor, if the actor has the interface, otherwise ignore
for (int i = 0; i < PlayerList.Num(); i++) if (Player->GetClass()->ImplementsInterface(UAdvancedFriendsInterface::StaticClass()))
{ {
if (*PlayerList[i]->PlayerState->GetUniqueId().GetUniqueNetId() == PersonInvited) IAdvancedFriendsInterface::Execute_OnSessionInviteAccepted(Player,PInvited, BluePrintResult);
{ }
LocalPlayer = i; }
Player = PlayerList[i]; else
break; {
} UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get a controller with the specified index in OnSessionInviteAccepted!"));
} }
}
// Temp for 5.5, they aren't filling in the struct correctly else
if (!BluePrintResult.OnlineResult.Session.SessionSettings.bIsDedicated) {
{ UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Return a bad search result in OnSessionInviteAccepted!"));
BluePrintResult.OnlineResult.Session.SessionSettings.bUsesPresence = true; }
BluePrintResult.OnlineResult.Session.SessionSettings.bUseLobbiesIfAvailable = true; }
}
OnSessionInviteReceived(LocalPlayer, PInviting, AppId, BluePrintResult);
//IAdvancedFriendsInterface* TheInterface = NULL;
if (Player != NULL)
{
//Run the Event specific to the actor, if the actor has the interface, otherwise ignore
if (Player->GetClass()->ImplementsInterface(UAdvancedFriendsInterface::StaticClass()))
{
IAdvancedFriendsInterface::Execute_OnSessionInviteReceived(Player, PInviting, BluePrintResult);
}
}
else
{
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get a controller with the specified index in OnSessionInviteReceived!"));
}
}
else
{
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Return a bad search result in OnSessionInviteReceived!"));
}
}
void UAdvancedFriendsGameInstance::OnSessionInviteAcceptedMaster(const bool bWasSuccessful, int32 LocalPlayer, TSharedPtr<const FUniqueNetId> PersonInvited, const FOnlineSessionSearchResult& SessionToJoin)
{
if (bWasSuccessful)
{
if (SessionToJoin.IsValid())
{
FBlueprintSessionResult BluePrintResult;
BluePrintResult.OnlineResult = SessionToJoin;
FBPUniqueNetId PInvited;
PInvited.SetUniqueNetId(PersonInvited);
// Temp for 5.5, they aren't filling in the struct correctly
if (!BluePrintResult.OnlineResult.Session.SessionSettings.bIsDedicated)
{
BluePrintResult.OnlineResult.Session.SessionSettings.bUsesPresence = true;
BluePrintResult.OnlineResult.Session.SessionSettings.bUseLobbiesIfAvailable = true;
}
OnSessionInviteAccepted(LocalPlayer,PInvited, BluePrintResult);
APlayerController* Player = UGameplayStatics::GetPlayerController(GetWorld(), LocalPlayer);
//IAdvancedFriendsInterface* TheInterface = NULL;
if (Player != NULL)
{
//Run the Event specific to the actor, if the actor has the interface, otherwise ignore
if (Player->GetClass()->ImplementsInterface(UAdvancedFriendsInterface::StaticClass()))
{
IAdvancedFriendsInterface::Execute_OnSessionInviteAccepted(Player,PInvited, BluePrintResult);
}
}
else
{
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get a controller with the specified index in OnSessionInviteAccepted!"));
}
}
else
{
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Return a bad search result in OnSessionInviteAccepted!"));
}
}
} }

View File

@@ -1,9 +1,9 @@
// 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 "AdvancedFriendsInterface.h" #include "AdvancedFriendsInterface.h"
UAdvancedFriendsInterface::UAdvancedFriendsInterface(const class FObjectInitializer& ObjectInitializer) UAdvancedFriendsInterface::UAdvancedFriendsInterface(const class FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer) : Super(ObjectInitializer)
{ {
} }

View File

@@ -1,281 +1,274 @@
// 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 "AdvancedFriendsLibrary.h" #include "AdvancedFriendsLibrary.h"
// This is taken directly from UE4 - OnlineSubsystemSteamPrivatePCH.h as a fix for the array_count macro // This is taken directly from UE4 - OnlineSubsystemSteamPrivatePCH.h as a fix for the array_count macro
//General Log //General Log
DEFINE_LOG_CATEGORY(AdvancedFriendsLog); DEFINE_LOG_CATEGORY(AdvancedFriendsLog);
void UAdvancedFriendsLibrary::SendSessionInviteToFriends(APlayerController *PlayerController, const TArray<FBPUniqueNetId> &Friends, EBlueprintResultSwitch &Result) void UAdvancedFriendsLibrary::SendSessionInviteToFriends(APlayerController *PlayerController, const TArray<FBPUniqueNetId> &Friends, EBlueprintResultSwitch &Result)
{ {
if (!PlayerController) if (!PlayerController)
{ {
UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Had a bad Player Controller!")); UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Had a bad Player Controller!"));
Result = EBlueprintResultSwitch::OnFailure; Result = EBlueprintResultSwitch::OnFailure;
return; return;
} }
if (Friends.Num() < 1) if (Friends.Num() < 1)
{ {
UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Had no friends in invitation array!")); UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Had no friends in invitation array!"));
Result = EBlueprintResultSwitch::OnFailure; Result = EBlueprintResultSwitch::OnFailure;
return; return;
} }
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(); IOnlineSessionPtr SessionInterface = Online::GetSessionInterface();
if (!SessionInterface.IsValid()) if (!SessionInterface.IsValid())
{ {
UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Failed to get session interface!")); UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Failed to get session interface!"));
Result = EBlueprintResultSwitch::OnFailure; Result = EBlueprintResultSwitch::OnFailure;
return; return;
} }
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player); ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
if (!Player) if (!Player)
{ {
UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend failed to get LocalPlayer!")); UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend failed to get LocalPlayer!"));
Result = EBlueprintResultSwitch::OnFailure; Result = EBlueprintResultSwitch::OnFailure;
return; return;
} }
TArray<TSharedRef<const FUniqueNetId>> List; TArray<TSharedRef<const FUniqueNetId>> List;
for (int i = 0; i < Friends.Num(); i++) for (int i = 0; i < Friends.Num(); i++)
{ {
TSharedRef<const FUniqueNetId> val(Friends[i].UniqueNetId.ToSharedRef()); TSharedRef<const FUniqueNetId> val(Friends[i].UniqueNetId.ToSharedRef());
//TSharedRef<const FUniqueNetId> val(Friends[i].GetUniqueNetId()); //TSharedRef<const FUniqueNetId> val(Friends[i].GetUniqueNetId());
List.Add(val); List.Add(val);
} }
if (SessionInterface->SendSessionInviteToFriends(Player->GetControllerId(), NAME_GameSession, List)) if (SessionInterface->SendSessionInviteToFriends(Player->GetControllerId(), GameSessionName, List))
{ {
Result = EBlueprintResultSwitch::OnSuccess; Result = EBlueprintResultSwitch::OnSuccess;
return; return;
} }
Result = EBlueprintResultSwitch::OnFailure; Result = EBlueprintResultSwitch::OnFailure;
return; return;
} }
void UAdvancedFriendsLibrary::SendSessionInviteToFriend(APlayerController *PlayerController, const FBPUniqueNetId &FriendUniqueNetId, EBlueprintResultSwitch &Result) void UAdvancedFriendsLibrary::SendSessionInviteToFriend(APlayerController *PlayerController, const FBPUniqueNetId &FriendUniqueNetId, EBlueprintResultSwitch &Result)
{ {
if (!PlayerController) if (!PlayerController)
{ {
UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Had a bad Player Controller!")); UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Had a bad Player Controller!"));
Result = EBlueprintResultSwitch::OnFailure; Result = EBlueprintResultSwitch::OnFailure;
return; return;
} }
if (!FriendUniqueNetId.IsValid()) if (!FriendUniqueNetId.IsValid())
{ {
UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Had a bad UniqueNetId!")); UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Had a bad UniqueNetId!"));
Result = EBlueprintResultSwitch::OnFailure; Result = EBlueprintResultSwitch::OnFailure;
return; return;
} }
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(); IOnlineSessionPtr SessionInterface = Online::GetSessionInterface();
if (!SessionInterface.IsValid()) if (!SessionInterface.IsValid())
{ {
UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Failed to get session interface!")); UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Failed to get session interface!"));
Result = EBlueprintResultSwitch::OnFailure; Result = EBlueprintResultSwitch::OnFailure;
return; return;
} }
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player); ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
if (!Player) if (!Player)
{ {
UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend failed to get LocalPlayer!")); UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend failed to get LocalPlayer!"));
Result = EBlueprintResultSwitch::OnFailure; Result = EBlueprintResultSwitch::OnFailure;
return; return;
} }
if (SessionInterface->SendSessionInviteToFriend(Player->GetControllerId(), NAME_GameSession, *FriendUniqueNetId.GetUniqueNetId())) if (SessionInterface->SendSessionInviteToFriend(Player->GetControllerId(), GameSessionName, *FriendUniqueNetId.GetUniqueNetId()))
{ {
Result = EBlueprintResultSwitch::OnSuccess; Result = EBlueprintResultSwitch::OnSuccess;
return; return;
} }
Result = EBlueprintResultSwitch::OnFailure; Result = EBlueprintResultSwitch::OnFailure;
return; return;
} }
void UAdvancedFriendsLibrary::GetFriend(APlayerController *PlayerController, const FBPUniqueNetId FriendUniqueNetId, FBPFriendInfo &Friend) void UAdvancedFriendsLibrary::GetFriend(APlayerController *PlayerController, const FBPUniqueNetId FriendUniqueNetId, FBPFriendInfo &Friend)
{ {
if (!PlayerController) if (!PlayerController)
{ {
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriend Had a bad Player Controller!")); UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriend Had a bad Player Controller!"));
return; return;
} }
if (!FriendUniqueNetId.IsValid()) if (!FriendUniqueNetId.IsValid())
{ {
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriend Had a bad UniqueNetId!")); UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriend Had a bad UniqueNetId!"));
return; return;
} }
IOnlineFriendsPtr FriendsInterface = Online::GetFriendsInterface(); IOnlineFriendsPtr FriendsInterface = Online::GetFriendsInterface();
if (!FriendsInterface.IsValid()) if (!FriendsInterface.IsValid())
{ {
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriend Failed to get friends interface!")); UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriend Failed to get friends interface!"));
return; return;
} }
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player); ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
if (!Player) if (!Player)
{ {
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriend failed to get LocalPlayer!")); UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriend failed to get LocalPlayer!"));
return; return;
} }
TSharedPtr<FOnlineFriend> fr = FriendsInterface->GetFriend(Player->GetControllerId(), *FriendUniqueNetId.GetUniqueNetId(), EFriendsLists::ToString(EFriendsLists::Default)); TSharedPtr<FOnlineFriend> fr = FriendsInterface->GetFriend(Player->GetControllerId(), *FriendUniqueNetId.GetUniqueNetId(), EFriendsLists::ToString(EFriendsLists::Default));
if (fr.IsValid()) if (fr.IsValid())
{ {
const FOnlineUserPresence& pres = fr->GetPresence(); FOnlineUserPresence pres = fr->GetPresence();
Friend.DisplayName = fr->GetDisplayName(); Friend.DisplayName = fr->GetDisplayName();
Friend.OnlineState = ((EBPOnlinePresenceState)((int32)pres.Status.State)); Friend.OnlineState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
Friend.RealName = fr->GetRealName(); Friend.RealName = fr->GetRealName();
Friend.UniqueNetId.SetUniqueNetId(fr->GetUserId()); Friend.UniqueNetId.SetUniqueNetId(fr->GetUserId());
Friend.bIsPlayingSameGame = pres.bIsPlayingThisGame; Friend.bIsPlayingSameGame = pres.bIsPlayingThisGame;
Friend.PresenceInfo.bHasVoiceSupport = pres.bHasVoiceSupport; Friend.PresenceInfo.bHasVoiceSupport = pres.bHasVoiceSupport;
Friend.PresenceInfo.bIsJoinable = pres.bIsJoinable; Friend.PresenceInfo.bIsJoinable = pres.bIsJoinable;
Friend.PresenceInfo.bIsOnline = pres.bIsOnline; Friend.PresenceInfo.bIsOnline = pres.bIsOnline;
Friend.PresenceInfo.bIsPlaying = pres.bIsPlaying; Friend.PresenceInfo.bIsPlaying = pres.bIsPlaying;
Friend.PresenceInfo.bIsPlayingThisGame = pres.bIsPlayingThisGame; Friend.PresenceInfo.bIsPlayingThisGame = pres.bIsPlayingThisGame;
Friend.PresenceInfo.PresenceState = ((EBPOnlinePresenceState)((int32)pres.Status.State)); Friend.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 Friend.PresenceInfo.StatusString = pres.Status.StatusStr;
//Friend.PresenceInfo.StatusString = pres.Status.StatusStr; }
} }
}
void UAdvancedFriendsLibrary::IsAFriend(APlayerController *PlayerController, const FBPUniqueNetId UniqueNetId, bool &IsFriend)
void UAdvancedFriendsLibrary::IsAFriend(APlayerController *PlayerController, const FBPUniqueNetId UniqueNetId, bool &IsFriend) {
{ if (!PlayerController)
if (!PlayerController) {
{ UE_LOG(AdvancedFriendsLog, Warning, TEXT("IsAFriend Had a bad Player Controller!"));
UE_LOG(AdvancedFriendsLog, Warning, TEXT("IsAFriend Had a bad Player Controller!")); return;
return; }
}
if (!UniqueNetId.IsValid())
if (!UniqueNetId.IsValid()) {
{ UE_LOG(AdvancedFriendsLog, Warning, TEXT("IsAFriend Had a bad UniqueNetId!"));
UE_LOG(AdvancedFriendsLog, Warning, TEXT("IsAFriend Had a bad UniqueNetId!")); return;
return; }
}
IOnlineFriendsPtr FriendsInterface = Online::GetFriendsInterface();
IOnlineFriendsPtr FriendsInterface = Online::GetFriendsInterface();
if (!FriendsInterface.IsValid())
if (!FriendsInterface.IsValid()) {
{ UE_LOG(AdvancedFriendsLog, Warning, TEXT("IsAFriend Failed to get friends interface!"));
UE_LOG(AdvancedFriendsLog, Warning, TEXT("IsAFriend Failed to get friends interface!")); return;
return; }
}
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
if (!Player)
if (!Player) {
{ UE_LOG(AdvancedFriendsLog, Warning, TEXT("IsAFriend Failed to get LocalPlayer!"));
UE_LOG(AdvancedFriendsLog, Warning, TEXT("IsAFriend Failed to get LocalPlayer!")); return;
return; }
}
IsFriend = FriendsInterface->IsFriend(Player->GetControllerId(), *UniqueNetId.GetUniqueNetId(), EFriendsLists::ToString(EFriendsLists::Default));
IsFriend = FriendsInterface->IsFriend(Player->GetControllerId(), *UniqueNetId.GetUniqueNetId(), EFriendsLists::ToString(EFriendsLists::Default)); }
}
void UAdvancedFriendsLibrary::GetStoredRecentPlayersList(FBPUniqueNetId UniqueNetId, TArray<FBPOnlineRecentPlayer> &PlayersList)
void UAdvancedFriendsLibrary::GetStoredRecentPlayersList(FBPUniqueNetId UniqueNetId, TArray<FBPOnlineRecentPlayer> &PlayersList) {
{ IOnlineFriendsPtr FriendsInterface = Online::GetFriendsInterface();
IOnlineFriendsPtr FriendsInterface = Online::GetFriendsInterface();
if (!FriendsInterface.IsValid())
if (!FriendsInterface.IsValid()) {
{ UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetRecentPlayersList Failed to get friends interface!"));
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetRecentPlayersList Failed to get friends interface!")); return;
return; }
}
if (!UniqueNetId.IsValid())
if (!UniqueNetId.IsValid()) {
{ UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetRecentPlayersList Failed was given an invalid UniqueNetId!"));
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetRecentPlayersList Failed was given an invalid UniqueNetId!")); return;
return; }
}
TArray< TSharedRef<FOnlineRecentPlayer> > PlayerList;
TArray< TSharedRef<FOnlineRecentPlayer> > PlayerList;
// For now getting all namespaces
// For now getting all namespaces FriendsInterface->GetRecentPlayers(*(UniqueNetId.GetUniqueNetId()),"", PlayerList);
FriendsInterface->GetRecentPlayers(*(UniqueNetId.GetUniqueNetId()),"", PlayerList);
for (int32 i = 0; i < PlayerList.Num(); i++)
for (int32 i = 0; i < PlayerList.Num(); i++) {
{ TSharedRef<FOnlineRecentPlayer> Player = PlayerList[i];
TSharedRef<FOnlineRecentPlayer> Player = PlayerList[i]; FBPOnlineRecentPlayer BPF;
FBPOnlineRecentPlayer BPF; BPF.DisplayName = Player->GetDisplayName();
BPF.DisplayName = Player->GetDisplayName(); BPF.RealName = Player->GetRealName();
BPF.RealName = Player->GetRealName(); BPF.UniqueNetId.SetUniqueNetId(Player->GetUserId());
BPF.UniqueNetId.SetUniqueNetId(Player->GetUserId()); PlayersList.Add(BPF);
PlayersList.Add(BPF); }
} }
}
void UAdvancedFriendsLibrary::GetStoredFriendsList(APlayerController *PlayerController, TArray<FBPFriendInfo> &FriendsList)
void UAdvancedFriendsLibrary::GetStoredFriendsList(APlayerController *PlayerController, TArray<FBPFriendInfo> &FriendsList) {
{
if (!PlayerController)
if (!PlayerController) {
{ UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriendsList Had a bad Player Controller!"));
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriendsList Had a bad Player Controller!")); return;
return; }
}
IOnlineFriendsPtr FriendsInterface = Online::GetFriendsInterface();
IOnlineFriendsPtr FriendsInterface = Online::GetFriendsInterface();
if (!FriendsInterface.IsValid())
if (!FriendsInterface.IsValid()) {
{ UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriendsList Failed to get friends interface!"));
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriendsList Failed to get friends interface!")); return;
return; }
}
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
if (!Player)
if (!Player) {
{ UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriendsList Failed to get LocalPlayer!"));
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriendsList Failed to get LocalPlayer!")); return;
return; }
}
TArray< TSharedRef<FOnlineFriend> > FriendList;
TArray< TSharedRef<FOnlineFriend> > FriendList; FriendsInterface->GetFriendsList(Player->GetControllerId(), EFriendsLists::ToString((EFriendsLists::Default)), FriendList);
if (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;
//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;
} }

View File

@@ -1,271 +1,235 @@
// 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 "AdvancedIdentityLibrary.h" #include "AdvancedIdentityLibrary.h"
//General Log //General Log
DEFINE_LOG_CATEGORY(AdvancedIdentityLog); DEFINE_LOG_CATEGORY(AdvancedIdentityLog);
void UAdvancedIdentityLibrary::GetPlayerAuthToken(UObject* WorldContextObject, APlayerController * PlayerController, FString & AuthToken, EBlueprintResultSwitch &Result) void UAdvancedIdentityLibrary::GetPlayerAuthToken(APlayerController * PlayerController, FString & AuthToken, EBlueprintResultSwitch &Result)
{ {
if (!PlayerController) if (!PlayerController)
{ {
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetPlayerAuthToken was passed a bad player controller!")); UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetPlayerAuthToken was passed a bad player controller!"));
Result = EBlueprintResultSwitch::OnFailure; Result = EBlueprintResultSwitch::OnFailure;
return; return;
} }
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player); ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
if (!Player) if (!Player)
{ {
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetPlayerAuthToken failed to get LocalPlayer!")); UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetPlayerAuthToken failed to get LocalPlayer!"));
Result = EBlueprintResultSwitch::OnFailure; Result = EBlueprintResultSwitch::OnFailure;
return; return;
} }
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull); IOnlineIdentityPtr IdentityInterface = Online::GetIdentityInterface();
if (!IsValid(World))
{ if (!IdentityInterface.IsValid())
Result = EBlueprintResultSwitch::OnFailure; {
return; UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetPlayerAuthToken Failed to get identity interface!"));
} Result = EBlueprintResultSwitch::OnFailure;
return;
IOnlineIdentityPtr IdentityInterface = Online::GetIdentityInterface(World); }
if (!IdentityInterface.IsValid()) AuthToken = IdentityInterface->GetAuthToken(Player->GetControllerId());
{ Result = EBlueprintResultSwitch::OnSuccess;
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetPlayerAuthToken Failed to get identity interface!")); }
Result = EBlueprintResultSwitch::OnFailure;
return; void UAdvancedIdentityLibrary::GetPlayerNickname(const FBPUniqueNetId & UniqueNetID, FString & PlayerNickname)
} {
if (!UniqueNetID.IsValid())
AuthToken = IdentityInterface->GetAuthToken(Player->GetControllerId()); {
Result = EBlueprintResultSwitch::OnSuccess; UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetPlayerNickname was passed a bad player uniquenetid!"));
} return;
}
void UAdvancedIdentityLibrary::GetPlayerNickname(UObject* WorldContextObject, const FBPUniqueNetId & UniqueNetID, FString & PlayerNickname)
{ IOnlineIdentityPtr IdentityInterface = Online::GetIdentityInterface();
if (!UniqueNetID.IsValid())
{ if (!IdentityInterface.IsValid())
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetPlayerNickname was passed a bad player uniquenetid!")); {
return; UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetPlayerNickname Failed to get identity interface!"));
} return;
}
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull); PlayerNickname = IdentityInterface->GetPlayerNickname(*UniqueNetID.GetUniqueNetId());
if (!IsValid(World)) }
{
return;
} void UAdvancedIdentityLibrary::GetLoginStatus(const FBPUniqueNetId & UniqueNetID, EBPLoginStatus & LoginStatus, EBlueprintResultSwitch &Result)
{
IOnlineIdentityPtr IdentityInterface = Online::GetIdentityInterface(World); if (!UniqueNetID.IsValid())
{
if (!IdentityInterface.IsValid()) UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetLoginStatus was passed a bad player uniquenetid!"));
{ Result = EBlueprintResultSwitch::OnFailure;
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetPlayerNickname Failed to get identity interface!")); return;
return; }
}
PlayerNickname = IdentityInterface->GetPlayerNickname(*UniqueNetID.GetUniqueNetId()); IOnlineIdentityPtr IdentityInterface = Online::GetIdentityInterface();
}
if (!IdentityInterface.IsValid())
{
void UAdvancedIdentityLibrary::GetLoginStatus(UObject* WorldContextObject, const FBPUniqueNetId & UniqueNetID, EBPLoginStatus & LoginStatus, EBlueprintResultSwitch &Result) UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetLoginStatus Failed to get identity interface!"));
{ Result = EBlueprintResultSwitch::OnFailure;
if (!UniqueNetID.IsValid()) return;
{ }
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetLoginStatus was passed a bad player uniquenetid!"));
Result = EBlueprintResultSwitch::OnFailure; LoginStatus = (EBPLoginStatus)IdentityInterface->GetLoginStatus(*UniqueNetID.GetUniqueNetId());
return; Result = EBlueprintResultSwitch::OnSuccess;
} }
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
if (!IsValid(World)) void UAdvancedIdentityLibrary::GetAllUserAccounts(TArray<FBPUserOnlineAccount> & AccountInfos, EBlueprintResultSwitch &Result)
{ {
Result = EBlueprintResultSwitch::OnFailure; IOnlineIdentityPtr IdentityInterface = Online::GetIdentityInterface();
return;
} if (!IdentityInterface.IsValid())
{
IOnlineIdentityPtr IdentityInterface = Online::GetIdentityInterface(World); UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetAllUserAccounts Failed to get identity interface!"));
Result = EBlueprintResultSwitch::OnFailure;
if (!IdentityInterface.IsValid()) return;
{ }
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetLoginStatus Failed to get identity interface!"));
Result = EBlueprintResultSwitch::OnFailure; TArray<TSharedPtr<FUserOnlineAccount>> accountInfos = IdentityInterface->GetAllUserAccounts();
return;
} for (int i = 0; i < accountInfos.Num(); ++i)
{
LoginStatus = (EBPLoginStatus)IdentityInterface->GetLoginStatus(*UniqueNetID.GetUniqueNetId()); AccountInfos.Add(FBPUserOnlineAccount(accountInfos[i]));
Result = EBlueprintResultSwitch::OnSuccess; }
}
Result = EBlueprintResultSwitch::OnSuccess;
}
void UAdvancedIdentityLibrary::GetAllUserAccounts(UObject* WorldContextObject, TArray<FBPUserOnlineAccount> & AccountInfos, EBlueprintResultSwitch &Result)
{ void UAdvancedIdentityLibrary::GetUserAccount(const FBPUniqueNetId & UniqueNetId, FBPUserOnlineAccount & AccountInfo, EBlueprintResultSwitch &Result)
{
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull); IOnlineIdentityPtr IdentityInterface = Online::GetIdentityInterface();
if (!IsValid(World))
{ if(!UniqueNetId.IsValid())
Result = EBlueprintResultSwitch::OnFailure; {
return; UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccount was passed a bad unique net id!"));
} Result = EBlueprintResultSwitch::OnFailure;
return;
IOnlineIdentityPtr IdentityInterface = Online::GetIdentityInterface(World); }
if (!IdentityInterface.IsValid()) if (!IdentityInterface.IsValid())
{ {
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetAllUserAccounts Failed to get identity interface!")); UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccount Failed to get identity interface!"));
Result = EBlueprintResultSwitch::OnFailure; Result = EBlueprintResultSwitch::OnFailure;
return; return;
} }
TArray<TSharedPtr<FUserOnlineAccount>> accountInfos = IdentityInterface->GetAllUserAccounts(); TSharedPtr<FUserOnlineAccount> accountInfo = IdentityInterface->GetUserAccount(*UniqueNetId.GetUniqueNetId());
for (int i = 0; i < accountInfos.Num(); ++i) if (!accountInfo.IsValid())
{ {
AccountInfos.Add(FBPUserOnlineAccount(accountInfos[i])); UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccount Failed to get the account!"));
} Result = EBlueprintResultSwitch::OnFailure;
return;
Result = EBlueprintResultSwitch::OnSuccess; }
}
AccountInfo.UserAccountInfo = accountInfo;
void UAdvancedIdentityLibrary::GetUserAccount(UObject* WorldContextObject, const FBPUniqueNetId & UniqueNetId, FBPUserOnlineAccount & AccountInfo, EBlueprintResultSwitch &Result) Result = EBlueprintResultSwitch::OnSuccess;
{ }
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull); void UAdvancedIdentityLibrary::GetUserAccountAccessToken(const FBPUserOnlineAccount & AccountInfo, FString & AccessToken)
if (!IsValid(World)) {
{ if (!AccountInfo.UserAccountInfo.IsValid())
Result = EBlueprintResultSwitch::OnFailure; {
return; UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccountAccessToken was passed an invalid account!"));
} return;
}
IOnlineIdentityPtr IdentityInterface = Online::GetIdentityInterface(World);
AccessToken = AccountInfo.UserAccountInfo->GetAccessToken();
if(!UniqueNetId.IsValid()) }
{
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccount was passed a bad unique net id!")); void UAdvancedIdentityLibrary::GetUserAccountAuthAttribute(const FBPUserOnlineAccount & AccountInfo, const FString & AttributeName, FString & AuthAttribute, EBlueprintResultSwitch &Result)
Result = EBlueprintResultSwitch::OnFailure; {
return; if (!AccountInfo.UserAccountInfo.IsValid())
} {
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccountAuthAttribute was passed an invalid account!"));
if (!IdentityInterface.IsValid()) Result = EBlueprintResultSwitch::OnFailure;
{ return;
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccount Failed to get identity interface!")); }
Result = EBlueprintResultSwitch::OnFailure;
return; if (!AccountInfo.UserAccountInfo->GetAuthAttribute(AttributeName, AuthAttribute))
} {
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccountAuthAttribute couldn't find the attribute!"));
TSharedPtr<FUserOnlineAccount> accountInfo = IdentityInterface->GetUserAccount(*UniqueNetId.GetUniqueNetId()); Result = EBlueprintResultSwitch::OnFailure;
return;
if (!accountInfo.IsValid()) }
{
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccount Failed to get the account!")); Result = EBlueprintResultSwitch::OnSuccess;
Result = EBlueprintResultSwitch::OnFailure; }
return;
} void UAdvancedIdentityLibrary::SetUserAccountAttribute(const FBPUserOnlineAccount & AccountInfo, const FString & AttributeName, const FString & NewAttributeValue, EBlueprintResultSwitch &Result)
{
AccountInfo.UserAccountInfo = accountInfo; if (!AccountInfo.UserAccountInfo.IsValid())
Result = EBlueprintResultSwitch::OnSuccess; {
} UE_LOG(AdvancedIdentityLog, Warning, TEXT("SetUserAccountAuthAttribute was passed an invalid account!"));
Result = EBlueprintResultSwitch::OnFailure;
void UAdvancedIdentityLibrary::GetUserAccountAccessToken(const FBPUserOnlineAccount & AccountInfo, FString & AccessToken) return;
{ }
if (!AccountInfo.UserAccountInfo.IsValid())
{ if (!AccountInfo.UserAccountInfo->SetUserAttribute(AttributeName, NewAttributeValue))
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccountAccessToken was passed an invalid account!")); {
return; UE_LOG(AdvancedIdentityLog, Warning, TEXT("SetUserAccountAuthAttribute was unable to set the attribute!"));
} Result = EBlueprintResultSwitch::OnFailure;
return;
AccessToken = AccountInfo.UserAccountInfo->GetAccessToken(); }
}
Result = EBlueprintResultSwitch::OnSuccess;
void UAdvancedIdentityLibrary::GetUserAccountAuthAttribute(const FBPUserOnlineAccount & AccountInfo, const FString & AttributeName, FString & AuthAttribute, EBlueprintResultSwitch &Result) }
{
if (!AccountInfo.UserAccountInfo.IsValid()) void UAdvancedIdentityLibrary::GetUserID(const FBPUserOnlineAccount & AccountInfo, FBPUniqueNetId & UniqueNetID)
{ {
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccountAuthAttribute was passed an invalid account!")); if (!AccountInfo.UserAccountInfo.IsValid())
Result = EBlueprintResultSwitch::OnFailure; {
return; UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserID was passed an invalid account!"));
} return;
}
if (!AccountInfo.UserAccountInfo->GetAuthAttribute(AttributeName, AuthAttribute))
{
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccountAuthAttribute couldn't find the attribute!")); UniqueNetID.SetUniqueNetId(AccountInfo.UserAccountInfo->GetUserId());
Result = EBlueprintResultSwitch::OnFailure; }
return;
} void UAdvancedIdentityLibrary::GetUserAccountRealName(const FBPUserOnlineAccount & AccountInfo, FString & UserName)
{
Result = EBlueprintResultSwitch::OnSuccess; if (!AccountInfo.UserAccountInfo.IsValid())
} {
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccountRealName was passed an invalid account!"));
void UAdvancedIdentityLibrary::SetUserAccountAttribute(const FBPUserOnlineAccount & AccountInfo, const FString & AttributeName, const FString & NewAttributeValue, EBlueprintResultSwitch &Result) return;
{ }
if (!AccountInfo.UserAccountInfo.IsValid())
{
UE_LOG(AdvancedIdentityLog, Warning, TEXT("SetUserAccountAuthAttribute was passed an invalid account!")); UserName = AccountInfo.UserAccountInfo->GetRealName();
Result = EBlueprintResultSwitch::OnFailure; }
return;
} void UAdvancedIdentityLibrary::GetUserAccountDisplayName(const FBPUserOnlineAccount & AccountInfo, FString & DisplayName)
{
if (!AccountInfo.UserAccountInfo->SetUserAttribute(AttributeName, NewAttributeValue)) if (!AccountInfo.UserAccountInfo.IsValid())
{ {
UE_LOG(AdvancedIdentityLog, Warning, TEXT("SetUserAccountAuthAttribute was unable to set the attribute!")); UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccountDisplayName was passed an invalid account!"));
Result = EBlueprintResultSwitch::OnFailure; return;
return; }
}
Result = EBlueprintResultSwitch::OnSuccess; DisplayName = AccountInfo.UserAccountInfo->GetDisplayName();
} }
void UAdvancedIdentityLibrary::GetUserID(const FBPUserOnlineAccount & AccountInfo, FBPUniqueNetId & UniqueNetID) void UAdvancedIdentityLibrary::GetUserAccountAttribute(const FBPUserOnlineAccount & AccountInfo, const FString & AttributeName, FString & AttributeValue, EBlueprintResultSwitch &Result)
{ {
if (!AccountInfo.UserAccountInfo.IsValid()) if (!AccountInfo.UserAccountInfo.IsValid())
{ {
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserID was passed an invalid account!")); UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccountAttribute was passed an invalid account!"));
return; Result = EBlueprintResultSwitch::OnFailure;
} return;
}
UniqueNetID.SetUniqueNetId(AccountInfo.UserAccountInfo->GetUserId()); if (!AccountInfo.UserAccountInfo->GetUserAttribute(AttributeName, AttributeValue))
} {
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccountAttribute failed to get user attribute!"));
void UAdvancedIdentityLibrary::GetUserAccountRealName(const FBPUserOnlineAccount & AccountInfo, FString & UserName) Result = EBlueprintResultSwitch::OnFailure;
{ return;
if (!AccountInfo.UserAccountInfo.IsValid()) }
{
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccountRealName was passed an invalid account!")); Result = EBlueprintResultSwitch::OnSuccess;
return;
}
UserName = AccountInfo.UserAccountInfo->GetRealName();
}
void UAdvancedIdentityLibrary::GetUserAccountDisplayName(const FBPUserOnlineAccount & AccountInfo, FString & DisplayName)
{
if (!AccountInfo.UserAccountInfo.IsValid())
{
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccountDisplayName was passed an invalid account!"));
return;
}
DisplayName = AccountInfo.UserAccountInfo->GetDisplayName();
}
void UAdvancedIdentityLibrary::GetUserAccountAttribute(const FBPUserOnlineAccount & AccountInfo, const FString & AttributeName, FString & AttributeValue, EBlueprintResultSwitch &Result)
{
if (!AccountInfo.UserAccountInfo.IsValid())
{
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccountAttribute was passed an invalid account!"));
Result = EBlueprintResultSwitch::OnFailure;
return;
}
if (!AccountInfo.UserAccountInfo->GetUserAttribute(AttributeName, AttributeValue))
{
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccountAttribute failed to get user attribute!"));
Result = EBlueprintResultSwitch::OnFailure;
return;
}
Result = EBlueprintResultSwitch::OnSuccess;
} }

View File

@@ -1,12 +1,12 @@
//#include "StandAlonePrivatePCH.h" //#include "StandAlonePrivatePCH.h"
#include "AdvancedSessions.h" #include "AdvancedSessions.h"
void AdvancedSessions::StartupModule() void AdvancedSessions::StartupModule()
{ {
} }
void AdvancedSessions::ShutdownModule() void AdvancedSessions::ShutdownModule()
{ {
} }
IMPLEMENT_MODULE(AdvancedSessions, AdvancedSessions) IMPLEMENT_MODULE(AdvancedSessions, AdvancedSessions)

View File

@@ -1,93 +1,17 @@
// 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 "AdvancedSessionsLibrary.h" #include "AdvancedSessionsLibrary.h"
#include "GameFramework/PlayerState.h" #include "GameFramework/PlayerState.h"
#include "GameFramework/GameStateBase.h" #include "GameFramework/GameStateBase.h"
//General Log //General Log
DEFINE_LOG_CATEGORY(AdvancedSessionsLog); 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) bool UAdvancedSessionsLibrary::IsValidSession(const FBlueprintSessionResult & SessionResult)
{ {
return SessionResult.OnlineResult.IsValid(); return SessionResult.OnlineResult.IsValid();
} }
void UAdvancedSessionsLibrary::GetSessionID_AsString(const FBlueprintSessionResult & SessionResult, FString& SessionID)
{
const TSharedPtr<class FOnlineSessionInfo> SessionInfo = SessionResult.OnlineResult.Session.SessionInfo;
if (SessionInfo.IsValid() && SessionInfo->IsValid() && SessionInfo->GetSessionId().IsValid())
{
SessionID = SessionInfo->GetSessionId().ToString();
return;
}
// Zero the string out if we didn't have a valid one, in case this is called in c++
SessionID.Empty();
}
void UAdvancedSessionsLibrary::GetCurrentSessionID_AsString(UObject* WorldContextObject, FString& SessionID)
{
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(World);
if (!SessionInterface.IsValid())
{
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetCurrentSessionID_AsString couldn't get the session interface!"));
SessionID.Empty();
return;
}
const FNamedOnlineSession* Session = SessionInterface->GetNamedSession(NAME_GameSession);
if (Session != nullptr)
{
const TSharedPtr<class FOnlineSessionInfo> SessionInfo = Session->SessionInfo;
if (SessionInfo.IsValid() && SessionInfo->IsValid() && SessionInfo->GetSessionId().IsValid())
{
SessionID = SessionInfo->GetSessionId().ToString();
return;
}
}
// Zero the string out if we didn't have a valid one, in case this is called in c++
SessionID.Empty();
}
void UAdvancedSessionsLibrary::GetCurrentUniqueBuildID(int32 &UniqueBuildId) void UAdvancedSessionsLibrary::GetCurrentUniqueBuildID(int32 &UniqueBuildId)
{ {
UniqueBuildId = GetBuildUniqueId(); UniqueBuildId = GetBuildUniqueId();
@@ -98,31 +22,6 @@ void UAdvancedSessionsLibrary::GetUniqueBuildID(FBlueprintSessionResult SessionR
UniqueBuildId = SessionResult.OnlineResult.Session.SessionSettings.BuildUniqueId; UniqueBuildId = SessionResult.OnlineResult.Session.SessionSettings.BuildUniqueId;
} }
FName UAdvancedSessionsLibrary::GetSessionPropertyKey(const FSessionPropertyKeyPair& SessionProperty)
{
return SessionProperty.Key;
}
void UAdvancedSessionsLibrary::FindSessionPropertyByName(const TArray<FSessionPropertyKeyPair>& ExtraSettings, FName SettingName, EBlueprintResultSwitch &Result, FSessionPropertyKeyPair& OutProperty)
{
const FSessionPropertyKeyPair* prop = ExtraSettings.FindByPredicate([&](const FSessionPropertyKeyPair& it) {return it.Key == SettingName; });
if (prop)
{
Result = EBlueprintResultSwitch::OnSuccess;
OutProperty = *prop;
return;
}
Result = EBlueprintResultSwitch::OnFailure;
}
void UAdvancedSessionsLibrary::FindSessionPropertyIndexByName(const TArray<FSessionPropertyKeyPair>& ExtraSettings, FName SettingName, EBlueprintResultSwitch &Result, int32& OutIndex)
{
OutIndex = ExtraSettings.IndexOfByPredicate([&](const FSessionPropertyKeyPair& it) {return it.Key == SettingName; });
Result = OutIndex != INDEX_NONE ? EBlueprintResultSwitch::OnSuccess : EBlueprintResultSwitch::OnFailure;
}
void UAdvancedSessionsLibrary::AddOrModifyExtraSettings(UPARAM(ref) TArray<FSessionPropertyKeyPair> & SettingsArray, UPARAM(ref) TArray<FSessionPropertyKeyPair> & NewOrChangedSettings, TArray<FSessionPropertyKeyPair> & ModifiedSettingsArray) void UAdvancedSessionsLibrary::AddOrModifyExtraSettings(UPARAM(ref) TArray<FSessionPropertyKeyPair> & SettingsArray, UPARAM(ref) TArray<FSessionPropertyKeyPair> & NewOrChangedSettings, TArray<FSessionPropertyKeyPair> & ModifiedSettingsArray)
{ {
ModifiedSettingsArray = SettingsArray; ModifiedSettingsArray = SettingsArray;
@@ -163,10 +62,9 @@ void UAdvancedSessionsLibrary::GetExtraSettings(FBlueprintSessionResult SessionR
} }
} }
void UAdvancedSessionsLibrary::GetSessionState(UObject* WorldContextObject, EBPOnlineSessionState &SessionState) void UAdvancedSessionsLibrary::GetSessionState(EBPOnlineSessionState &SessionState)
{ {
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull); IOnlineSessionPtr SessionInterface = Online::GetSessionInterface();
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(World);
if (!SessionInterface.IsValid()) if (!SessionInterface.IsValid())
{ {
@@ -174,13 +72,12 @@ void UAdvancedSessionsLibrary::GetSessionState(UObject* WorldContextObject, EBPO
return; return;
} }
SessionState = ((EBPOnlineSessionState)SessionInterface->GetSessionState(NAME_GameSession)); SessionState = ((EBPOnlineSessionState)SessionInterface->GetSessionState(GameSessionName));
} }
void UAdvancedSessionsLibrary::GetSessionSettings(UObject* WorldContextObject, int32 &NumConnections, int32 &NumPrivateConnections, bool &bIsLAN, bool &bIsDedicated, bool &bAllowInvites, bool &bAllowJoinInProgress, bool &bIsAnticheatEnabled, int32 &BuildUniqueID, TArray<FSessionPropertyKeyPair> &ExtraSettings, EBlueprintResultSwitch &Result) void UAdvancedSessionsLibrary::GetSessionSettings(int32 &NumConnections, int32 &NumPrivateConnections, bool &bIsLAN, bool &bIsDedicated, bool &bAllowInvites, bool &bAllowJoinInProgress, bool &bIsAnticheatEnabled, int32 &BuildUniqueID, TArray<FSessionPropertyKeyPair> &ExtraSettings, EBlueprintResultSwitch &Result)
{ {
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull); IOnlineSessionPtr SessionInterface = Online::GetSessionInterface();
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(World);
if (!SessionInterface.IsValid()) if (!SessionInterface.IsValid())
{ {
@@ -189,7 +86,7 @@ void UAdvancedSessionsLibrary::GetSessionSettings(UObject* WorldContextObject, i
return; return;
} }
FOnlineSessionSettings* settings = SessionInterface->GetSessionSettings(NAME_GameSession); FOnlineSessionSettings* settings = SessionInterface->GetSessionSettings(GameSessionName);
if (!settings) if (!settings)
{ {
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetSessionSettings couldn't get the session settings!")); UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetSessionSettings couldn't get the session settings!"));
@@ -218,10 +115,9 @@ void UAdvancedSessionsLibrary::GetSessionSettings(UObject* WorldContextObject, i
Result = EBlueprintResultSwitch::OnSuccess; Result = EBlueprintResultSwitch::OnSuccess;
} }
void UAdvancedSessionsLibrary::IsPlayerInSession(UObject* WorldContextObject, const FBPUniqueNetId &PlayerToCheck, bool &bIsInSession) void UAdvancedSessionsLibrary::IsPlayerInSession(const FBPUniqueNetId &PlayerToCheck, bool &bIsInSession)
{ {
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull); IOnlineSessionPtr SessionInterface = Online::GetSessionInterface();
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(World);
if (!SessionInterface.IsValid()) if (!SessionInterface.IsValid())
{ {
@@ -230,7 +126,7 @@ void UAdvancedSessionsLibrary::IsPlayerInSession(UObject* WorldContextObject, co
return; return;
} }
bIsInSession = SessionInterface->IsPlayerInSession(NAME_GameSession, *PlayerToCheck.GetUniqueNetId()); bIsInSession = SessionInterface->IsPlayerInSession(GameSessionName, *PlayerToCheck.GetUniqueNetId());
} }
FSessionsSearchSetting UAdvancedSessionsLibrary::MakeLiteralSessionSearchProperty(FSessionPropertyKeyPair SessionSearchProperty, EOnlineComparisonOpRedux ComparisonOp) FSessionsSearchSetting UAdvancedSessionsLibrary::MakeLiteralSessionSearchProperty(FSessionPropertyKeyPair SessionSearchProperty, EOnlineComparisonOpRedux ComparisonOp)
@@ -442,7 +338,7 @@ void UAdvancedSessionsLibrary::GetUniqueNetID(APlayerController *PlayerControlle
if (APlayerState* PlayerState = (PlayerController != NULL) ? PlayerController->PlayerState : NULL) if (APlayerState* PlayerState = (PlayerController != NULL) ? PlayerController->PlayerState : NULL)
{ {
UniqueNetId.SetUniqueNetId(PlayerState->GetUniqueId().GetUniqueNetId()); UniqueNetId.SetUniqueNetId(PlayerState->UniqueId.GetUniqueNetId());
if (!UniqueNetId.IsValid()) if (!UniqueNetId.IsValid())
{ {
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetUniqueNetIdFromController couldn't get the player uniquenetid!")); UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetUniqueNetIdFromController couldn't get the player uniquenetid!"));
@@ -451,17 +347,6 @@ 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)
@@ -470,7 +355,7 @@ void UAdvancedSessionsLibrary::GetUniqueNetIDFromPlayerState(APlayerState *Playe
return; return;
} }
UniqueNetId.SetUniqueNetId(PlayerState->GetUniqueId().GetUniqueNetId()); UniqueNetId.SetUniqueNetId(PlayerState->UniqueId.GetUniqueNetId());
if (!UniqueNetId.IsValid()) if (!UniqueNetId.IsValid())
{ {
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetUniqueNetIdFromPlayerState couldn't get the player uniquenetid!")); UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetUniqueNetIdFromPlayerState couldn't get the player uniquenetid!"));
@@ -488,11 +373,6 @@ bool UAdvancedSessionsLibrary::EqualEqual_UNetIDUnetID(const FBPUniqueNetId &A,
return ((A.IsValid() && B.IsValid()) && (*A.GetUniqueNetId() == *B.GetUniqueNetId())); return ((A.IsValid() && B.IsValid()) && (*A.GetUniqueNetId() == *B.GetUniqueNetId()));
} }
FUniqueNetIdRepl UAdvancedSessionsLibrary::Conv_BPUniqueIDToUniqueNetIDRepl(const FBPUniqueNetId& InUniqueID)
{
return FUniqueNetIdRepl(InUniqueID.GetUniqueNetId()->AsShared());
}
void UAdvancedSessionsLibrary::SetPlayerName(APlayerController *PlayerController, FString PlayerName) void UAdvancedSessionsLibrary::SetPlayerName(APlayerController *PlayerController, FString PlayerName)
{ {
if (!PlayerController) if (!PlayerController)
@@ -522,7 +402,7 @@ void UAdvancedSessionsLibrary::GetPlayerName(APlayerController *PlayerController
if (APlayerState* PlayerState = (PlayerController != NULL) ? PlayerController->PlayerState : NULL) if (APlayerState* PlayerState = (PlayerController != NULL) ? PlayerController->PlayerState : NULL)
{ {
PlayerName = PlayerState->GetPlayerName(); PlayerName = PlayerState->PlayerName;
return; return;
} }
else else
@@ -533,31 +413,23 @@ void UAdvancedSessionsLibrary::GetPlayerName(APlayerController *PlayerController
void UAdvancedSessionsLibrary::GetNumberOfNetworkPlayers(UObject* WorldContextObject, int32 &NumNetPlayers) void UAdvancedSessionsLibrary::GetNumberOfNetworkPlayers(UObject* WorldContextObject, int32 &NumNetPlayers)
{ {
//Get an actor to GetWorld() from
/*TObjectIterator<AActor> Itr;
if (!Itr)
{
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetNumberOfNetworkPlayers Failed to get iterator!"));
return;
}*/
//~~~~~~~~~~~~
//Get World //Get World
UWorld* TheWorld = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull); UWorld* TheWorld = GEngine->GetWorldFromContextObject(WorldContextObject);
if (!TheWorld) if (!TheWorld)
{ {
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetNumberOfNetworkPlayers Failed to get World()!")); UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetNumberOfNetworkPlayers Failed to get World()!"));
return; return;
} }
TArray<class APlayerState*>& PlayerArray = (TheWorld->GetGameState()->PlayerArray);
NumNetPlayers = TheWorld->GetGameState()->PlayerArray.Num(); NumNetPlayers = 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 World->ServerTravel(FURL, bAbsolute, bShouldSkipGameNotify);
}
return false;
}

View File

@@ -1,359 +1,254 @@
// 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 "AdvancedVoiceLibrary.h" #include "AdvancedVoiceLibrary.h"
//General Log //General Log
DEFINE_LOG_CATEGORY(AdvancedVoiceLog); DEFINE_LOG_CATEGORY(AdvancedVoiceLog);
void UAdvancedVoiceLibrary::IsHeadsetPresent(UObject* WorldContextObject, bool & bHasHeadset, uint8 LocalPlayerNum) void UAdvancedVoiceLibrary::IsHeadsetPresent(bool & bHasHeadset, uint8 LocalPlayerNum)
{ {
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
if (!IsValid(World)) if (!VoiceInterface.IsValid())
{ {
return; bHasHeadset = false;
} UE_LOG(AdvancedVoiceLog, Warning, TEXT("Check For Headset couldn't get the voice interface!"));
return;
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World); }
if (!VoiceInterface.IsValid()) bHasHeadset = VoiceInterface->IsHeadsetPresent(LocalPlayerNum);
{ }
bHasHeadset = false;
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Check For Headset couldn't get the voice interface!")); void UAdvancedVoiceLibrary::StartNetworkedVoice(uint8 LocalPlayerNum)
return; {
} IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
bHasHeadset = VoiceInterface->IsHeadsetPresent(LocalPlayerNum); if (!VoiceInterface.IsValid())
} {
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Start Networked Voice couldn't get the voice interface!"));
void UAdvancedVoiceLibrary::StartNetworkedVoice(UObject* WorldContextObject, uint8 LocalPlayerNum) return;
{ }
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull); VoiceInterface->StartNetworkedVoice(LocalPlayerNum);
if (!IsValid(World)) }
{
return; void UAdvancedVoiceLibrary::StopNetworkedVoice(uint8 LocalPlayerNum)
} {
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World);
if (!VoiceInterface.IsValid())
if (!VoiceInterface.IsValid()) {
{ UE_LOG(AdvancedVoiceLog, Warning, TEXT("Start Networked Voice couldn't get the voice interface!"));
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Start Networked Voice couldn't get the voice interface!")); return;
return; }
}
VoiceInterface->StopNetworkedVoice(LocalPlayerNum);
VoiceInterface->StartNetworkedVoice(LocalPlayerNum); }
}
bool UAdvancedVoiceLibrary::RegisterLocalTalker(uint8 LocalPlayerNum)
void UAdvancedVoiceLibrary::StopNetworkedVoice(UObject* WorldContextObject, uint8 LocalPlayerNum) {
{ IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull); if (!VoiceInterface.IsValid())
if (!IsValid(World)) {
{ UE_LOG(AdvancedVoiceLog, Warning, TEXT("Register Local Talker couldn't get the voice interface!"));
return; return false;
} }
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World); return VoiceInterface->RegisterLocalTalker(LocalPlayerNum);
}
if (!VoiceInterface.IsValid())
{ void UAdvancedVoiceLibrary::RegisterAllLocalTalkers()
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Start Networked Voice couldn't get the voice interface!")); {
return; IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
}
if (!VoiceInterface.IsValid())
VoiceInterface->StopNetworkedVoice(LocalPlayerNum); {
} UE_LOG(AdvancedVoiceLog, Warning, TEXT("Register Local Talkers couldn't get the voice interface!"));
return;
bool UAdvancedVoiceLibrary::RegisterLocalTalker(UObject* WorldContextObject, uint8 LocalPlayerNum) }
{
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull); VoiceInterface->RegisterLocalTalkers();
if (!IsValid(World)) }
{
return false;
} void UAdvancedVoiceLibrary::UnRegisterLocalTalker(uint8 LocalPlayerNum)
{
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World); IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
if (!VoiceInterface.IsValid()) if (!VoiceInterface.IsValid())
{ {
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Register Local Talker couldn't get the voice interface!")); UE_LOG(AdvancedVoiceLog, Warning, TEXT("Unregister Local Talker couldn't get the voice interface!"));
return false; return;
} }
return VoiceInterface->RegisterLocalTalker(LocalPlayerNum); VoiceInterface->UnregisterLocalTalker(LocalPlayerNum);
} }
void UAdvancedVoiceLibrary::RegisterAllLocalTalkers(UObject* WorldContextObject) void UAdvancedVoiceLibrary::UnRegisterAllLocalTalkers()
{ {
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
if (!IsValid(World)) if (!VoiceInterface.IsValid())
{ {
return; UE_LOG(AdvancedVoiceLog, Warning, TEXT("UnRegister All Local Talkers couldn't get the voice interface!"));
} return;
}
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World);
VoiceInterface->UnregisterLocalTalkers();
if (!VoiceInterface.IsValid()) }
{
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Register Local Talkers couldn't get the voice interface!")); bool UAdvancedVoiceLibrary::RegisterRemoteTalker(const FBPUniqueNetId& UniqueNetId)
return; {
} if (!UniqueNetId.IsValid())
{
VoiceInterface->RegisterLocalTalkers(); UE_LOG(AdvancedVoiceLog, Warning, TEXT("Register Remote Talker was passed an invalid unique net id!"));
} return false;
}
void UAdvancedVoiceLibrary::UnRegisterLocalTalker(UObject* WorldContextObject, uint8 LocalPlayerNum) IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
{
if (!VoiceInterface.IsValid())
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull); {
if (!IsValid(World)) UE_LOG(AdvancedVoiceLog, Warning, TEXT("Register Remote Talker couldn't get the voice interface!"));
{ return false;
return; }
}
return VoiceInterface->RegisterRemoteTalker(*UniqueNetId.GetUniqueNetId());
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World); }
if (!VoiceInterface.IsValid()) bool UAdvancedVoiceLibrary::UnRegisterRemoteTalker(const FBPUniqueNetId& UniqueNetId)
{ {
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Unregister Local Talker couldn't get the voice interface!")); if (!UniqueNetId.IsValid())
return; {
} UE_LOG(AdvancedVoiceLog, Warning, TEXT("UnRegister Remote Talker was passed an invalid unique net id!"));
return false;
VoiceInterface->UnregisterLocalTalker(LocalPlayerNum); }
}
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
void UAdvancedVoiceLibrary::UnRegisterAllLocalTalkers(UObject* WorldContextObject)
{ if (!VoiceInterface.IsValid())
{
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull); UE_LOG(AdvancedVoiceLog, Warning, TEXT("UnRegister Remote Talker couldn't get the voice interface!"));
if (!IsValid(World)) return false;
{ }
return;
} return VoiceInterface->UnregisterRemoteTalker(*UniqueNetId.GetUniqueNetId());
}
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World);
void UAdvancedVoiceLibrary::RemoveAllRemoteTalkers()
if (!VoiceInterface.IsValid()) {
{ IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
UE_LOG(AdvancedVoiceLog, Warning, TEXT("UnRegister All Local Talkers couldn't get the voice interface!"));
return; if (!VoiceInterface.IsValid())
} {
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Remove All Remote Talkers couldn't get the voice interface!"));
VoiceInterface->UnregisterLocalTalkers(); return;
} }
bool UAdvancedVoiceLibrary::RegisterRemoteTalker(UObject* WorldContextObject, const FBPUniqueNetId& UniqueNetId) VoiceInterface->RemoveAllRemoteTalkers();
{ }
if (!UniqueNetId.IsValid())
{ bool UAdvancedVoiceLibrary::IsLocalPlayerTalking(uint8 LocalPlayerNum)
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Register Remote Talker was passed an invalid unique net id!")); {
return false; IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
}
if (!VoiceInterface.IsValid())
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull); {
if (!IsValid(World)) UE_LOG(AdvancedVoiceLog, Warning, TEXT("Is Local Player Talking couldn't get the voice interface!"));
{ return false;
return false; }
}
return VoiceInterface->IsLocalPlayerTalking(LocalPlayerNum);
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World); }
if (!VoiceInterface.IsValid()) bool UAdvancedVoiceLibrary::IsRemotePlayerTalking(const FBPUniqueNetId& UniqueNetId)
{ {
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Register Remote Talker couldn't get the voice interface!")); if (!UniqueNetId.IsValid())
return false; {
} UE_LOG(AdvancedVoiceLog, Warning, TEXT("Is Remote Player Talking was passed an invalid unique net id!"));
return false;
return VoiceInterface->RegisterRemoteTalker(*UniqueNetId.GetUniqueNetId()); }
}
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
bool UAdvancedVoiceLibrary::UnRegisterRemoteTalker(UObject* WorldContextObject, const FBPUniqueNetId& UniqueNetId)
{ if (!VoiceInterface.IsValid())
if (!UniqueNetId.IsValid()) {
{ UE_LOG(AdvancedVoiceLog, Warning, TEXT("Is Remote Player Talking couldn't get the voice interface!"));
UE_LOG(AdvancedVoiceLog, Warning, TEXT("UnRegister Remote Talker was passed an invalid unique net id!")); return false;
return false; }
}
return VoiceInterface->IsRemotePlayerTalking(*UniqueNetId.GetUniqueNetId());
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull); }
if (!IsValid(World))
{ bool UAdvancedVoiceLibrary::IsPlayerMuted(uint8 LocalUserNumChecking, const FBPUniqueNetId& UniqueNetId)
return false; {
} if (!UniqueNetId.IsValid())
{
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World); UE_LOG(AdvancedVoiceLog, Warning, TEXT("Is Player Muted was passed an invalid unique net id!"));
return false;
if (!VoiceInterface.IsValid()) }
{
UE_LOG(AdvancedVoiceLog, Warning, TEXT("UnRegister Remote Talker couldn't get the voice interface!")); IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
return false;
} if (!VoiceInterface.IsValid())
{
return VoiceInterface->UnregisterRemoteTalker(*UniqueNetId.GetUniqueNetId()); UE_LOG(AdvancedVoiceLog, Warning, TEXT("Is Player Muted couldn't get the voice interface!"));
} return false;
}
void UAdvancedVoiceLibrary::RemoveAllRemoteTalkers(UObject* WorldContextObject)
{ return VoiceInterface->IsMuted(LocalUserNumChecking, *UniqueNetId.GetUniqueNetId());
}
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
if (!IsValid(World)) bool UAdvancedVoiceLibrary::MuteRemoteTalker(uint8 LocalUserNum, const FBPUniqueNetId& UniqueNetId, bool bIsSystemWide)
{ {
return; if (!UniqueNetId.IsValid())
} {
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Mute Remote Talker was passed an invalid unique net id!"));
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World); return false;
}
if (!VoiceInterface.IsValid())
{ IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Remove All Remote Talkers couldn't get the voice interface!"));
return; if (!VoiceInterface.IsValid())
} {
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Mute Remote Talker couldn't get the voice interface!"));
VoiceInterface->RemoveAllRemoteTalkers(); return false;
} }
bool UAdvancedVoiceLibrary::IsLocalPlayerTalking(UObject* WorldContextObject, uint8 LocalPlayerNum) return VoiceInterface->MuteRemoteTalker(LocalUserNum, *UniqueNetId.GetUniqueNetId(), bIsSystemWide);
{ }
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull); bool UAdvancedVoiceLibrary::UnMuteRemoteTalker(uint8 LocalUserNum, const FBPUniqueNetId& UniqueNetId, bool bIsSystemWide)
if (!IsValid(World)) {
{ if (!UniqueNetId.IsValid())
return false; {
} UE_LOG(AdvancedVoiceLog, Warning, TEXT("Unmute Remote Talker was passed an invalid unique net id!"));
return false;
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World); }
if (!VoiceInterface.IsValid()) IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
{
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Is Local Player Talking couldn't get the voice interface!")); if (!VoiceInterface.IsValid())
return false; {
} UE_LOG(AdvancedVoiceLog, Warning, TEXT("Unmute Remote Talker couldn't get the voice interface!"));
return false;
return VoiceInterface->IsLocalPlayerTalking(LocalPlayerNum); }
}
return VoiceInterface->UnmuteRemoteTalker(LocalUserNum, *UniqueNetId.GetUniqueNetId(), bIsSystemWide);
bool UAdvancedVoiceLibrary::IsRemotePlayerTalking(UObject* WorldContextObject, const FBPUniqueNetId& UniqueNetId) }
{
if (!UniqueNetId.IsValid())
{ void UAdvancedVoiceLibrary::GetNumLocalTalkers(int32 & NumLocalTalkers)
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Is Remote Player Talking was passed an invalid unique net id!")); {
return false; IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface();
}
if (!VoiceInterface.IsValid())
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull); {
if (!IsValid(World)) NumLocalTalkers = 0;
{ UE_LOG(AdvancedVoiceLog, Warning, TEXT("Unmute Remote Talker couldn't get the voice interface!"));
return false; return;
} }
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World); NumLocalTalkers = VoiceInterface->GetNumLocalTalkers();
if (!VoiceInterface.IsValid())
{
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Is Remote Player Talking couldn't get the voice interface!"));
return false;
}
return VoiceInterface->IsRemotePlayerTalking(*UniqueNetId.GetUniqueNetId());
}
bool UAdvancedVoiceLibrary::IsPlayerMuted(UObject* WorldContextObject, uint8 LocalUserNumChecking, const FBPUniqueNetId& UniqueNetId)
{
if (!UniqueNetId.IsValid())
{
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Is Player Muted was passed an invalid unique net id!"));
return false;
}
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
if (!IsValid(World))
{
return false;
}
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World);
if (!VoiceInterface.IsValid())
{
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Is Player Muted couldn't get the voice interface!"));
return false;
}
return VoiceInterface->IsMuted(LocalUserNumChecking, *UniqueNetId.GetUniqueNetId());
}
bool UAdvancedVoiceLibrary::MuteRemoteTalker(UObject* WorldContextObject, uint8 LocalUserNum, const FBPUniqueNetId& UniqueNetId, bool bIsSystemWide)
{
if (!UniqueNetId.IsValid())
{
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Mute Remote Talker was passed an invalid unique net id!"));
return false;
}
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
if (!IsValid(World))
{
return false;
}
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World);
if (!VoiceInterface.IsValid())
{
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Mute Remote Talker couldn't get the voice interface!"));
return false;
}
return VoiceInterface->MuteRemoteTalker(LocalUserNum, *UniqueNetId.GetUniqueNetId(), bIsSystemWide);
}
bool UAdvancedVoiceLibrary::UnMuteRemoteTalker(UObject* WorldContextObject, uint8 LocalUserNum, const FBPUniqueNetId& UniqueNetId, bool bIsSystemWide)
{
if (!UniqueNetId.IsValid())
{
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Unmute Remote Talker was passed an invalid unique net id!"));
return false;
}
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
if (!IsValid(World))
{
return false;
}
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World);
if (!VoiceInterface.IsValid())
{
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Unmute Remote Talker couldn't get the voice interface!"));
return false;
}
return VoiceInterface->UnmuteRemoteTalker(LocalUserNum, *UniqueNetId.GetUniqueNetId(), bIsSystemWide);
}
void UAdvancedVoiceLibrary::GetNumLocalTalkers(UObject* WorldContextObject, int32 & NumLocalTalkers)
{
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
if (!IsValid(World))
{
return;
}
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World);
if (!VoiceInterface.IsValid())
{
NumLocalTalkers = 0;
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Unmute Remote Talker couldn't get the voice interface!"));
return;
}
NumLocalTalkers = VoiceInterface->GetNumLocalTalkers();
} }

View File

@@ -1,91 +0,0 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "AutoLoginUserCallbackProxy.h"
#include "Kismet/GameplayStatics.h"
#include "Online.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()
{
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("AutoLoginUser"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
if (Helper.OnlineSub != nullptr)
{
auto Identity = Helper.OnlineSub->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)
{
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("AutoLoginUser"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
if (Helper.OnlineSub != nullptr)
{
auto Identity = Helper.OnlineSub->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();
}
return;
}
OnFailure.Broadcast();
}

View File

@@ -1,4 +1,5 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. // Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "CancelFindSessionsCallbackProxy.h" #include "CancelFindSessionsCallbackProxy.h"
@@ -21,7 +22,7 @@ UCancelFindSessionsCallbackProxy* UCancelFindSessionsCallbackProxy::CancelFindSe
void UCancelFindSessionsCallbackProxy::Activate() void UCancelFindSessionsCallbackProxy::Activate()
{ {
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("CancelFindSessions"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull)); FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("CancelFindSessions"), GEngine->GetWorldFromContextObject(WorldContextObject));
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get()); Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
if (Helper.IsValid()) if (Helper.IsValid())
@@ -47,7 +48,7 @@ void UCancelFindSessionsCallbackProxy::Activate()
void UCancelFindSessionsCallbackProxy::OnCompleted(bool bWasSuccessful) void UCancelFindSessionsCallbackProxy::OnCompleted(bool bWasSuccessful)
{ {
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("CancelFindSessionsCallback"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull)); FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("CancelFindSessionsCallback"), GEngine->GetWorldFromContextObject(WorldContextObject));
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get()); Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
if (Helper.IsValid()) if (Helper.IsValid())

View File

@@ -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>(); UCreateSessionCallbackProxyAdvanced* Proxy = NewObject<UCreateSessionCallbackProxyAdvanced>();
Proxy->PlayerControllerWeakPtr = PlayerController; Proxy->PlayerControllerWeakPtr = PlayerController;
@@ -24,21 +24,18 @@ 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->bAllowJoinViaPresence = bAllowJoinViaPresence; Proxy->bAllowJoinViaPresence = bAllowJoinViaPresence;
Proxy->bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly; Proxy->bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
Proxy->bAntiCheatProtected = bAntiCheatProtected; Proxy->bAntiCheatProtected = bAntiCheatProtected;
Proxy->bUsesStats = bUsesStats; Proxy->bUsesStats = bUsesStats;
Proxy->bShouldAdvertise = bShouldAdvertise; Proxy->bShouldAdvertise = bShouldAdvertise;
Proxy->bUseLobbiesVoiceChatIfAvailable = bUseLobbiesVoiceChatIfAvailable;
Proxy->bStartAfterCreate = bStartAfterCreate;
return Proxy; return Proxy;
} }
void UCreateSessionCallbackProxyAdvanced::Activate() void UCreateSessionCallbackProxyAdvanced::Activate()
{ {
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("CreateSession"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull)); FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("CreateSession"), GEngine->GetWorldFromContextObject(WorldContextObject));
if (PlayerControllerWeakPtr.IsValid() ) if (PlayerControllerWeakPtr.IsValid() )
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get()); Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
@@ -53,27 +50,21 @@ void UCreateSessionCallbackProxyAdvanced::Activate()
FOnlineSessionSettings Settings; FOnlineSessionSettings Settings;
Settings.NumPublicConnections = NumPublicConnections; Settings.NumPublicConnections = NumPublicConnections;
Settings.NumPrivateConnections = NumPrivateConnections; Settings.NumPrivateConnections = NumPrivateConnections;
Settings.bShouldAdvertise = bShouldAdvertise; Settings.bShouldAdvertise = true;
Settings.bAllowJoinInProgress = true; Settings.bAllowJoinInProgress = true;
Settings.bIsLANMatch = bUseLAN; Settings.bIsLANMatch = bUseLAN;
Settings.bAllowJoinViaPresence = bAllowJoinViaPresence; Settings.bAllowJoinViaPresence = true;
Settings.bIsDedicated = bDedicatedServer; Settings.bIsDedicated = bDedicatedServer;
if (bDedicatedServer) if (bDedicatedServer)
{
Settings.bUseLobbiesIfAvailable = false;
Settings.bUsesPresence = false; Settings.bUsesPresence = false;
}
else else
{ Settings.bUsesPresence = bUsePresence;
Settings.bUseLobbiesIfAvailable = bUseLobbiesIfAvailable;
Settings.bUsesPresence = bUseLobbiesIfAvailable;
}
Settings.bUseLobbiesVoiceChatIfAvailable = bUseLobbiesIfAvailable ? bUseLobbiesVoiceChatIfAvailable : false;
Settings.bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly; Settings.bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
Settings.bAntiCheatProtected = bAntiCheatProtected; Settings.bAntiCheatProtected = bAntiCheatProtected;
Settings.bUsesStats = bUsesStats; Settings.bUsesStats = bUsesStats;
Settings.bShouldAdvertise = bShouldAdvertise;
// These are about the only changes over the standard Create Sessions Node // These are about the only changes over the standard Create Sessions Node
Settings.bAllowInvites = bAllowInvites; Settings.bAllowInvites = bAllowInvites;
@@ -88,23 +79,10 @@ void UCreateSessionCallbackProxyAdvanced::Activate()
} }
if (!bDedicatedServer ) if (!bDedicatedServer && PlayerControllerWeakPtr.IsValid() && Helper.UserID.IsValid())
{ Sessions->CreateSession(*Helper.UserID, GameSessionName, Settings);
if (PlayerControllerWeakPtr.IsValid() && Helper.UserID.IsValid())
{
Sessions->CreateSession(*Helper.UserID, NAME_GameSession, Settings);
}
else
{
FFrame::KismetExecutionMessage(TEXT("Invalid Player controller when attempting to start a session"), ELogVerbosity::Warning);
Sessions->ClearOnCreateSessionCompleteDelegate_Handle(CreateCompleteDelegateHandle);
// Fail immediately
OnFailure.Broadcast();
}
}
else else
Sessions->CreateSession(0, NAME_GameSession, Settings); Sessions->CreateSession(0, GameSessionName, Settings);
// OnCreateCompleted will get called, nothing more to do now // OnCreateCompleted will get called, nothing more to do now
return; return;
@@ -121,7 +99,7 @@ void UCreateSessionCallbackProxyAdvanced::Activate()
void UCreateSessionCallbackProxyAdvanced::OnCreateCompleted(FName SessionName, bool bWasSuccessful) void UCreateSessionCallbackProxyAdvanced::OnCreateCompleted(FName SessionName, bool bWasSuccessful)
{ {
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("CreateSessionCallback"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull)); FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("CreateSessionCallback"), GEngine->GetWorldFromContextObject(WorldContextObject));
//Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get()); //Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
if (Helper.OnlineSub != nullptr) if (Helper.OnlineSub != nullptr)
@@ -133,17 +111,8 @@ void UCreateSessionCallbackProxyAdvanced::OnCreateCompleted(FName SessionName, b
if (bWasSuccessful) if (bWasSuccessful)
{ {
if (this->bStartAfterCreate) StartCompleteDelegateHandle = Sessions->AddOnStartSessionCompleteDelegate_Handle(StartCompleteDelegate);
{ Sessions->StartSession(GameSessionName);
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();
}
// OnStartCompleted will get called, nothing more to do now // OnStartCompleted will get called, nothing more to do now
return; return;
@@ -159,8 +128,8 @@ void UCreateSessionCallbackProxyAdvanced::OnCreateCompleted(FName SessionName, b
void UCreateSessionCallbackProxyAdvanced::OnStartCompleted(FName SessionName, bool bWasSuccessful) void UCreateSessionCallbackProxyAdvanced::OnStartCompleted(FName SessionName, bool bWasSuccessful)
{ {
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("StartSessionCallback"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull)); FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("StartSessionCallback"), GEngine->GetWorldFromContextObject(WorldContextObject));
//Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get()); Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
if (Helper.OnlineSub != nullptr) if (Helper.OnlineSub != nullptr)
{ {

View File

@@ -1,4 +1,5 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. // Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "EndSessionCallbackProxy.h" #include "EndSessionCallbackProxy.h"
@@ -21,7 +22,7 @@ UEndSessionCallbackProxy* UEndSessionCallbackProxy::EndSession(UObject* WorldCon
void UEndSessionCallbackProxy::Activate() void UEndSessionCallbackProxy::Activate()
{ {
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("EndSession"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull)); FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("EndSession"), GEngine->GetWorldFromContextObject(WorldContextObject));
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get()); Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
if (Helper.IsValid()) if (Helper.IsValid())
@@ -29,12 +30,12 @@ void UEndSessionCallbackProxy::Activate()
auto Sessions = Helper.OnlineSub->GetSessionInterface(); auto Sessions = Helper.OnlineSub->GetSessionInterface();
if (Sessions.IsValid()) if (Sessions.IsValid())
{ {
FNamedOnlineSession* Session = Sessions->GetNamedSession(NAME_GameSession); FNamedOnlineSession* Session = Sessions->GetNamedSession(GameSessionName);
if (Session && if (Session &&
Session->SessionState == EOnlineSessionState::InProgress) Session->SessionState == EOnlineSessionState::InProgress)
{ {
DelegateHandle = Sessions->AddOnEndSessionCompleteDelegate_Handle(Delegate); DelegateHandle = Sessions->AddOnEndSessionCompleteDelegate_Handle(Delegate);
Sessions->EndSession(NAME_GameSession); Sessions->EndSession(GameSessionName);
} }
else else
{ {
@@ -55,7 +56,7 @@ void UEndSessionCallbackProxy::Activate()
void UEndSessionCallbackProxy::OnCompleted(FName SessionName, bool bWasSuccessful) void UEndSessionCallbackProxy::OnCompleted(FName SessionName, bool bWasSuccessful)
{ {
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("EndSessionCallback"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull)); FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("EndSessionCallback"), GEngine->GetWorldFromContextObject(WorldContextObject));
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get()); Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
if (Helper.IsValid()) if (Helper.IsValid())

View File

@@ -1,138 +1,107 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. // Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "FindFriendSessionCallbackProxy.h" #include "FindFriendSessionCallbackProxy.h"
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////
// UGetRecentPlayersCallbackProxy // UGetRecentPlayersCallbackProxy
DEFINE_LOG_CATEGORY(AdvancedFindFriendSessionLog); DEFINE_LOG_CATEGORY(AdvancedFindFriendSessionLog);
UFindFriendSessionCallbackProxy::UFindFriendSessionCallbackProxy(const FObjectInitializer& ObjectInitializer) UFindFriendSessionCallbackProxy::UFindFriendSessionCallbackProxy(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer) : Super(ObjectInitializer)
, OnFindFriendSessionCompleteDelegate(FOnFindFriendSessionCompleteDelegate::CreateUObject(this, &ThisClass::OnFindFriendSessionCompleted)) , OnFindFriendSessionCompleteDelegate(FOnFindFriendSessionCompleteDelegate::CreateUObject(this, &ThisClass::OnFindFriendSessionCompleted))
{ {
} }
UFindFriendSessionCallbackProxy* UFindFriendSessionCallbackProxy::FindFriendSession(UObject* WorldContextObject, APlayerController *PlayerController, const FBPUniqueNetId &FriendUniqueNetId) UFindFriendSessionCallbackProxy* UFindFriendSessionCallbackProxy::FindFriendSession(UObject* WorldContextObject, APlayerController *PlayerController, const FBPUniqueNetId &FriendUniqueNetId)
{ {
UFindFriendSessionCallbackProxy* Proxy = NewObject<UFindFriendSessionCallbackProxy>(); UFindFriendSessionCallbackProxy* Proxy = NewObject<UFindFriendSessionCallbackProxy>();
Proxy->PlayerControllerWeakPtr = PlayerController; Proxy->PlayerControllerWeakPtr = PlayerController;
Proxy->cUniqueNetId = FriendUniqueNetId; Proxy->cUniqueNetId = FriendUniqueNetId;
Proxy->WorldContextObject = WorldContextObject; Proxy->WorldContextObject = WorldContextObject;
return Proxy; return Proxy;
} }
void UFindFriendSessionCallbackProxy::Activate() void UFindFriendSessionCallbackProxy::Activate()
{ {
if (!cUniqueNetId.IsValid()) if (!cUniqueNetId.IsValid())
{ {
// Fail immediately // Fail immediately
UE_LOG(AdvancedFindFriendSessionLog, Warning, TEXT("FindFriendSession Failed received a bad UniqueNetId!")); UE_LOG(AdvancedFindFriendSessionLog, Warning, TEXT("FindFriendSession Failed received a bad UniqueNetId!"));
TArray<FBlueprintSessionResult> EmptyResult; TArray<FBlueprintSessionResult> EmptyResult;
OnFailure.Broadcast(EmptyResult); OnFailure.Broadcast(EmptyResult);
return; return;
} }
if (!PlayerControllerWeakPtr.IsValid()) if (!PlayerControllerWeakPtr.IsValid())
{ {
// Fail immediately // Fail immediately
UE_LOG(AdvancedFindFriendSessionLog, Warning, TEXT("FindFriendSession Failed received a bad playercontroller!")); UE_LOG(AdvancedFindFriendSessionLog, Warning, TEXT("FindFriendSession Failed received a bad playercontroller!"));
TArray<FBlueprintSessionResult> EmptyResult; TArray<FBlueprintSessionResult> EmptyResult;
OnFailure.Broadcast(EmptyResult); OnFailure.Broadcast(EmptyResult);
return; return;
} }
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("EndSessionCallback"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull)); IOnlineSessionPtr Sessions = Online::GetSessionInterface();
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
if (Sessions.IsValid())
if (!Helper.IsValid()) {
{ ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
// Fail immediately
TArray<FBlueprintSessionResult> EmptyResult; if (!Player)
OnFailure.Broadcast(EmptyResult); {
return; // Fail immediately
} UE_LOG(AdvancedFindFriendSessionLog, Warning, TEXT("FindFriendSession Failed couldn't cast to ULocalPlayer!"));
TArray<FBlueprintSessionResult> EmptyResult;
IOnlineSessionPtr Sessions = Helper.OnlineSub->GetSessionInterface(); OnFailure.Broadcast(EmptyResult);
return;
if (Sessions.IsValid()) }
{
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player); FindFriendSessionCompleteDelegateHandle = Sessions->AddOnFindFriendSessionCompleteDelegate_Handle(Player->GetControllerId(), OnFindFriendSessionCompleteDelegate);
if (!Player) Sessions->FindFriendSession(Player->GetControllerId(), *cUniqueNetId.GetUniqueNetId());
{
// Fail immediately return;
UE_LOG(AdvancedFindFriendSessionLog, Warning, TEXT("FindFriendSession Failed couldn't cast to ULocalPlayer!")); }
TArray<FBlueprintSessionResult> EmptyResult;
OnFailure.Broadcast(EmptyResult); // Fail immediately
return; TArray<FBlueprintSessionResult> EmptyResult;
} OnFailure.Broadcast(EmptyResult);
}
FindFriendSessionCompleteDelegateHandle = Sessions->AddOnFindFriendSessionCompleteDelegate_Handle(Player->GetControllerId(), OnFindFriendSessionCompleteDelegate);
Sessions->FindFriendSession(Player->GetControllerId(), *cUniqueNetId.GetUniqueNetId()); void UFindFriendSessionCallbackProxy::OnFindFriendSessionCompleted(int32 LocalPlayer, bool bWasSuccessful, const TArray<FOnlineSessionSearchResult>& SessionInfo)
{
return; IOnlineSessionPtr Sessions = Online::GetSessionInterface();
}
if (Sessions.IsValid())
// Fail immediately Sessions->ClearOnFindFriendSessionCompleteDelegate_Handle(LocalPlayer, FindFriendSessionCompleteDelegateHandle);
TArray<FBlueprintSessionResult> EmptyResult;
OnFailure.Broadcast(EmptyResult); if ( bWasSuccessful )
} {
TArray<FBlueprintSessionResult> Result;
void UFindFriendSessionCallbackProxy::OnFindFriendSessionCompleted(int32 LocalPlayer, bool bWasSuccessful, const TArray<FOnlineSessionSearchResult>& SessionInfo) for (auto& Sesh : SessionInfo)
{ {
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("EndSessionCallback"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull)); if (Sesh.IsValid())
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get()); {
FBlueprintSessionResult BSesh;
if (Helper.IsValid()) BSesh.OnlineResult = Sesh;
{ Result.Add(BSesh);
IOnlineSessionPtr Sessions = Helper.OnlineSub->GetSessionInterface(); }
}
if (Sessions.IsValid())
Sessions->ClearOnFindFriendSessionCompleteDelegate_Handle(LocalPlayer, FindFriendSessionCompleteDelegateHandle); if(Result.Num() > 0)
OnSuccess.Broadcast(Result);
if (bWasSuccessful) else
{ {
TArray<FBlueprintSessionResult> Result; UE_LOG(AdvancedFindFriendSessionLog, Warning, TEXT("FindFriendSession Failed, returned an invalid session."));
OnFailure.Broadcast(Result);
for (auto& Sesh : SessionInfo) }
{ }
if (Sesh.IsValid()) else
{ {
FBlueprintSessionResult BSesh; UE_LOG(AdvancedFindFriendSessionLog, Warning, TEXT("FindFriendSession Failed"));
BSesh.OnlineResult = Sesh; TArray<FBlueprintSessionResult> EmptyResult;
OnFailure.Broadcast(EmptyResult);
// 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);
}
}
if (Result.Num() > 0)
OnSuccess.Broadcast(Result);
else
{
UE_LOG(AdvancedFindFriendSessionLog, Warning, TEXT("FindFriendSession Failed, returned an invalid session."));
OnFailure.Broadcast(Result);
}
}
else
{
UE_LOG(AdvancedFindFriendSessionLog, Warning, TEXT("FindFriendSession Failed"));
TArray<FBlueprintSessionResult> EmptyResult;
OnFailure.Broadcast(EmptyResult);
}
}
else
{
UE_LOG(AdvancedFindFriendSessionLog, Warning, TEXT("FindFriendSession Failed"));
TArray<FBlueprintSessionResult> EmptyResult;
OnFailure.Broadcast(EmptyResult);
}
}

View File

@@ -1,451 +1,414 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. // Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "FindSessionsCallbackProxyAdvanced.h"
#include "FindSessionsCallbackProxyAdvanced.h"
#include "Online/OnlineSessionNames.h"
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////
// UFindSessionsCallbackProxyAdvanced // UFindSessionsCallbackProxyAdvanced
UFindSessionsCallbackProxyAdvanced::UFindSessionsCallbackProxyAdvanced(const FObjectInitializer& ObjectInitializer) UFindSessionsCallbackProxyAdvanced::UFindSessionsCallbackProxyAdvanced(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer) : Super(ObjectInitializer)
, Delegate(FOnFindSessionsCompleteDelegate::CreateUObject(this, &ThisClass::OnCompleted)) , Delegate(FOnFindSessionsCompleteDelegate::CreateUObject(this, &ThisClass::OnCompleted))
, bUseLAN(false) , bUseLAN(false)
{ {
bRunSecondSearch = false; bRunSecondSearch = false;
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, int MinSlotsAvailable)
{ {
UFindSessionsCallbackProxyAdvanced* Proxy = NewObject<UFindSessionsCallbackProxyAdvanced>(); UFindSessionsCallbackProxyAdvanced* Proxy = NewObject<UFindSessionsCallbackProxyAdvanced>();
Proxy->PlayerControllerWeakPtr = PlayerController; Proxy->PlayerControllerWeakPtr = PlayerController;
Proxy->bUseLAN = bUseLAN; Proxy->bUseLAN = bUseLAN;
Proxy->MaxResults = MaxResults; Proxy->MaxResults = MaxResults;
Proxy->WorldContextObject = WorldContextObject; Proxy->WorldContextObject = WorldContextObject;
Proxy->SearchSettings = Filters; Proxy->SearchSettings = Filters;
Proxy->ServerSearchType = ServerTypeToSearch; Proxy->ServerSearchType = ServerTypeToSearch;
Proxy->bEmptyServersOnly = bEmptyServersOnly, Proxy->bEmptyServersOnly = bEmptyServersOnly,
Proxy->bNonEmptyServersOnly = bNonEmptyServersOnly; Proxy->bNonEmptyServersOnly = bNonEmptyServersOnly;
Proxy->bSecureServersOnly = bSecureServersOnly; Proxy->bSecureServersOnly = bSecureServersOnly;
//Proxy->bSearchLobbies = bSearchLobbies; Proxy->MinSlotsAvailable = MinSlotsAvailable;
Proxy->MinSlotsAvailable = MinSlotsAvailable; return Proxy;
return Proxy; }
}
void UFindSessionsCallbackProxyAdvanced::Activate()
void UFindSessionsCallbackProxyAdvanced::Activate() {
{ FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("FindSessions"), GEngine->GetWorldFromContextObject(WorldContextObject));
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("FindSessions"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull)); Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
if (Helper.IsValid())
if (Helper.IsValid()) {
{ auto Sessions = Helper.OnlineSub->GetSessionInterface();
auto Sessions = Helper.OnlineSub->GetSessionInterface(); if (Sessions.IsValid())
if (Sessions.IsValid()) {
{ // Re-initialize here, otherwise I think there might be issues with people re-calling search for some reason before it is destroyed
// Re-initialize here, otherwise I think there might be issues with people re-calling search for some reason before it is destroyed bRunSecondSearch = false;
bRunSecondSearch = false; bIsOnSecondSearch = false;
bIsOnSecondSearch = false;
DelegateHandle = Sessions->AddOnFindSessionsCompleteDelegate_Handle(Delegate);
DelegateHandle = Sessions->AddOnFindSessionsCompleteDelegate_Handle(Delegate);
SearchObject = MakeShareable(new FOnlineSessionSearch);
SearchObject = MakeShareable(new FOnlineSessionSearch); SearchObject->MaxSearchResults = MaxResults;
SearchObject->MaxSearchResults = MaxResults; SearchObject->bIsLanQuery = bUseLAN;
SearchObject->bIsLanQuery = bUseLAN; //SearchObject->QuerySettings.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
//SearchObject->QuerySettings.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
// Create temp filter variable, because I had to re-define a blueprint version of this, it is required.
// Create temp filter variable, because I had to re-define a blueprint version of this, it is required. FOnlineSearchSettingsEx tem;
FOnlineSearchSettingsEx tem;
/* // Search only for dedicated servers (value is true/false)
/* // Search only for dedicated servers (value is true/false) #define SEARCH_DEDICATED_ONLY FName(TEXT("DEDICATEDONLY"))
#define SEARCH_DEDICATED_ONLY FName(TEXT("DEDICATEDONLY")) // Search for empty servers only (value is true/false)
// Search for empty servers only (value is true/false) #define SEARCH_EMPTY_SERVERS_ONLY FName(TEXT("EMPTYONLY"))
#define SEARCH_EMPTY_SERVERS_ONLY FName(TEXT("EMPTYONLY")) // Search for non empty servers only (value is true/false)
// Search for non empty servers only (value is true/false) #define SEARCH_NONEMPTY_SERVERS_ONLY FName(TEXT("NONEMPTYONLY"))
#define SEARCH_NONEMPTY_SERVERS_ONLY FName(TEXT("NONEMPTYONLY")) // Search for secure servers only (value is true/false)
// Search for secure servers only (value is true/false) #define SEARCH_SECURE_SERVERS_ONLY FName(TEXT("SECUREONLY"))
#define SEARCH_SECURE_SERVERS_ONLY FName(TEXT("SECUREONLY")) // Search for presence sessions only (value is true/false)
// Search for presence sessions only (value is true/false) #define SEARCH_PRESENCE FName(TEXT("PRESENCESEARCH"))
#define SEARCH_PRESENCE FName(TEXT("PRESENCESEARCH")) // Search for a match with min player availability (value is int)
// Search for a match with min player availability (value is int) #define SEARCH_MINSLOTSAVAILABLE FName(TEXT("MINSLOTSAVAILABLE"))
#define SEARCH_MINSLOTSAVAILABLE FName(TEXT("MINSLOTSAVAILABLE")) // Exclude all matches where any unique ids in a given array are present (value is string of the form "uniqueid1;uniqueid2;uniqueid3")
// Exclude all matches where any unique ids in a given array are present (value is string of the form "uniqueid1;uniqueid2;uniqueid3") #define SEARCH_EXCLUDE_UNIQUEIDS FName(TEXT("EXCLUDEUNIQUEIDS"))
#define SEARCH_EXCLUDE_UNIQUEIDS FName(TEXT("EXCLUDEUNIQUEIDS")) // User ID to search for session of
// User ID to search for session of #define SEARCH_USER FName(TEXT("SEARCHUSER"))
#define SEARCH_USER FName(TEXT("SEARCHUSER")) // Keywords to match in session search
// Keywords to match in session search #define SEARCH_KEYWORDS FName(TEXT("SEARCHKEYWORDS"))*/
#define SEARCH_KEYWORDS FName(TEXT("SEARCHKEYWORDS"))*/
/** Keywords to match in session search */ if (bEmptyServersOnly)
/** The matchmaking queue name to matchmake in, e.g. "TeamDeathmatch" (value is string) */ tem.Set(SEARCH_EMPTY_SERVERS_ONLY, true, EOnlineComparisonOp::Equals);
/** #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) */ if (bNonEmptyServersOnly)
/** #define SEARCH_XBOX_LIVE_HOPPER_NAME FName(TEXT("LIVEHOPPERNAME"))*/ tem.Set(SEARCH_NONEMPTY_SERVERS_ONLY, true, EOnlineComparisonOp::Equals);
/** Which session template from the service configuration to use */
/** #define SEARCH_XBOX_LIVE_SESSION_TEMPLATE_NAME FName(TEXT("LIVESESSIONTEMPLATE"))*/ if (bSecureServersOnly)
/** Selection method used to determine which match to join when multiple are returned (valid only on Switch) */ tem.Set(SEARCH_SECURE_SERVERS_ONLY, true, EOnlineComparisonOp::Equals);
/** #define SEARCH_SWITCH_SELECTION_METHOD FName(TEXT("SWITCHSELECTIONMETHOD"))*/
/** Whether to use lobbies vs sessions */ if (MinSlotsAvailable != 0)
/** #define SEARCH_LOBBIES FName(TEXT("LOBBYSEARCH"))*/ tem.Set(SEARCH_MINSLOTSAVAILABLE, MinSlotsAvailable, EOnlineComparisonOp::GreaterThanEquals);
if (bEmptyServersOnly)
tem.Set(SEARCH_EMPTY_SERVERS_ONLY, true, EOnlineComparisonOp::Equals);
if (bNonEmptyServersOnly) // Filter results
tem.Set(SEARCH_NONEMPTY_SERVERS_ONLY, true, EOnlineComparisonOp::Equals); if (SearchSettings.Num() > 0)
{
if (bSecureServersOnly) for (int i = 0; i < SearchSettings.Num(); i++)
tem.Set(SEARCH_SECURE_SERVERS_ONLY, true, EOnlineComparisonOp::Equals); {
// Function that was added to make directly adding a FVariant possible
if (MinSlotsAvailable != 0) tem.HardSet(SearchSettings[i].PropertyKeyPair.Key, SearchSettings[i].PropertyKeyPair.Data, SearchSettings[i].ComparisonOp);
tem.Set(SEARCH_MINSLOTSAVAILABLE, MinSlotsAvailable, EOnlineComparisonOp::GreaterThanEquals); }
}
// Filter results
if (SearchSettings.Num() > 0) switch (ServerSearchType)
{ {
for (int i = 0; i < SearchSettings.Num(); i++)
{ case EBPServerPresenceSearchType::ClientServersOnly:
// Function that was added to make directly adding a FVariant possible {
tem.HardSet(SearchSettings[i].PropertyKeyPair.Key, SearchSettings[i].PropertyKeyPair.Data, SearchSettings[i].ComparisonOp); tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
} }
} break;
switch (ServerSearchType) case EBPServerPresenceSearchType::DedicatedServersOnly:
{ {
//tem.Set(SEARCH_DEDICATED_ONLY, true, EOnlineComparisonOp::Equals);
case EBPServerPresenceSearchType::ClientServersOnly: }
{ break;
//tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
case EBPServerPresenceSearchType::AllServers:
//if (bSearchLobbies)// && !IOnlineSubsystem::DoesInstanceExist("STEAM")) default:
tem.Set(SEARCH_LOBBIES, true, EOnlineComparisonOp::Equals); {
} // Only steam uses the separate searching flags currently
break; if (IOnlineSubsystem::DoesInstanceExist("STEAM"))
{
case EBPServerPresenceSearchType::DedicatedServersOnly: bRunSecondSearch = true;
{
//tem.Set(SEARCH_DEDICATED_ONLY, true, EOnlineComparisonOp::Equals); SearchObjectDedicated = MakeShareable(new FOnlineSessionSearch);
} SearchObjectDedicated->MaxSearchResults = MaxResults;
break; SearchObjectDedicated->bIsLanQuery = bUseLAN;
case EBPServerPresenceSearchType::AllServers: FOnlineSearchSettingsEx DedicatedOnly = tem;
default: tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
{
//if (IOnlineSubsystem::DoesInstanceExist("STEAM")) //DedicatedOnly.Set(SEARCH_DEDICATED_ONLY, true, EOnlineComparisonOp::Equals);
//{ SearchObjectDedicated->QuerySettings = DedicatedOnly;
bRunSecondSearch = true; }
}
SearchObjectDedicated = MakeShareable(new FOnlineSessionSearch); break;
SearchObjectDedicated->MaxSearchResults = MaxResults; }
SearchObjectDedicated->bIsLanQuery = bUseLAN;
// Copy the derived temp variable over to it's base class
FOnlineSearchSettingsEx DedicatedOnly = tem; SearchObject->QuerySettings = tem;
//tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals); Sessions->FindSessions(*Helper.UserID, SearchObject.ToSharedRef());
//if (bSearchLobbies)// && !IOnlineSubsystem::DoesInstanceExist("STEAM")) // OnQueryCompleted will get called, nothing more to do now
tem.Set(SEARCH_LOBBIES, true, EOnlineComparisonOp::Equals); return;
}
//DedicatedOnly.Set(SEARCH_DEDICATED_ONLY, true, EOnlineComparisonOp::Equals); else
SearchObjectDedicated->QuerySettings = DedicatedOnly; {
//} FFrame::KismetExecutionMessage(TEXT("Sessions not supported by Online Subsystem"), ELogVerbosity::Warning);
} }
break; }
}
// Fail immediately
// Copy the derived temp variable over to it's base class OnFailure.Broadcast(SessionSearchResults);
SearchObject->QuerySettings = tem; }
Sessions->FindSessions(*Helper.UserID, SearchObject.ToSharedRef()); void UFindSessionsCallbackProxyAdvanced::OnCompleted(bool bSuccess)
{
// OnQueryCompleted will get called, nothing more to do now FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("FindSessionsCallback"), GEngine->GetWorldFromContextObject(WorldContextObject));
return; Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
}
else if (!bRunSecondSearch && Helper.IsValid())
{ {
FFrame::KismetExecutionMessage(TEXT("Sessions not supported by Online Subsystem"), ELogVerbosity::Warning); auto Sessions = Helper.OnlineSub->GetSessionInterface();
} if (Sessions.IsValid())
} {
Sessions->ClearOnFindSessionsCompleteDelegate_Handle(DelegateHandle);
// Fail immediately }
OnFailure.Broadcast(SessionSearchResults); }
}
if (bSuccess)
void UFindSessionsCallbackProxyAdvanced::OnCompleted(bool bSuccess) {
{ if (bIsOnSecondSearch)
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("FindSessionsCallback"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull)); {
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get()); if (SearchObjectDedicated.IsValid())
{
if (!Helper.IsValid()) // Just log the results for now, will need to add a blueprint-compatible search result struct
{ for (auto& Result : SearchObjectDedicated->SearchResults)
// Fail immediately {
OnFailure.Broadcast(SessionSearchResults); FString ResultText = FString::Printf(TEXT("Found a session. Ping is %d"), Result.PingInMs);
return;
} FFrame::KismetExecutionMessage(*ResultText, ELogVerbosity::Log);
if (!bRunSecondSearch && Helper.IsValid()) FBlueprintSessionResult BPResult;
{ BPResult.OnlineResult = Result;
auto Sessions = Helper.OnlineSub->GetSessionInterface(); SessionSearchResults.Add(BPResult);
if (Sessions.IsValid()) }
{ OnSuccess.Broadcast(SessionSearchResults);
Sessions->ClearOnFindSessionsCompleteDelegate_Handle(DelegateHandle); return;
} }
} }
else
if (bSuccess) {
{ if (SearchObject.IsValid())
if (bIsOnSecondSearch) {
{ // Just log the results for now, will need to add a blueprint-compatible search result struct
if (SearchObjectDedicated.IsValid()) for (auto& Result : SearchObject->SearchResults)
{ {
// Just log the results for now, will need to add a blueprint-compatible search result struct FString ResultText = FString::Printf(TEXT("Found a session. Ping is %d"), Result.PingInMs);
for (auto& Result : SearchObjectDedicated->SearchResults)
{ FFrame::KismetExecutionMessage(*ResultText, ELogVerbosity::Log);
FString ResultText = FString::Printf(TEXT("Found a session. Ping is %d"), Result.PingInMs);
FBlueprintSessionResult BPResult;
FFrame::KismetExecutionMessage(*ResultText, ELogVerbosity::Log); BPResult.OnlineResult = Result;
SessionSearchResults.Add(BPResult);
FBlueprintSessionResult BPResult; }
BPResult.OnlineResult = Result; if (!bRunSecondSearch)
SessionSearchResults.AddUnique(BPResult); {
} OnSuccess.Broadcast(SessionSearchResults);
OnSuccess.Broadcast(SessionSearchResults); return;
return; }
} }
} }
else }
{ else
if (SearchObject.IsValid()) {
{ if (!bRunSecondSearch)
// Just log the results for now, will need to add a blueprint-compatible search result struct {
for (auto& Result : SearchObject->SearchResults) // Need to account for only one of the searches failing
{ if (SessionSearchResults.Num() > 0)
FString ResultText = FString::Printf(TEXT("Found a session. Ping is %d"), Result.PingInMs); OnSuccess.Broadcast(SessionSearchResults);
else
FFrame::KismetExecutionMessage(*ResultText, ELogVerbosity::Log); OnFailure.Broadcast(SessionSearchResults);
return;
FBlueprintSessionResult BPResult; }
BPResult.OnlineResult = Result; }
// Temp for 5.5, force the values if epic isn't setting them, lobbies should always have these true if (bRunSecondSearch && ServerSearchType == EBPServerPresenceSearchType::AllServers)
if (ServerSearchType != EBPServerPresenceSearchType::DedicatedServersOnly ) {
{ bRunSecondSearch = false;
BPResult.OnlineResult.Session.SessionSettings.bUseLobbiesIfAvailable = true; bIsOnSecondSearch = true;
BPResult.OnlineResult.Session.SessionSettings.bUsesPresence = true; auto Sessions = Helper.OnlineSub->GetSessionInterface();
} Sessions->FindSessions(*Helper.UserID, SearchObjectDedicated.ToSharedRef());
}
SessionSearchResults.AddUnique(BPResult); }
}
if (!bRunSecondSearch)
{ void UFindSessionsCallbackProxyAdvanced::FilterSessionResults(const TArray<FBlueprintSessionResult> &SessionResults, const TArray<FSessionsSearchSetting> &Filters, TArray<FBlueprintSessionResult> &FilteredResults)
OnSuccess.Broadcast(SessionSearchResults); {
return; for (int j = 0; j < SessionResults.Num(); j++)
} {
} bool bAddResult = true;
}
} // Filter results
else if (Filters.Num() > 0)
{ {
if (!bRunSecondSearch) const FOnlineSessionSetting * setting;
{ for (int i = 0; i < Filters.Num(); i++)
// Need to account for only one of the searches failing {
if (SessionSearchResults.Num() > 0) setting = SessionResults[j].OnlineResult.Session.SessionSettings.Settings.Find(Filters[i].PropertyKeyPair.Key);
OnSuccess.Broadcast(SessionSearchResults);
else // Couldn't find this key
OnFailure.Broadcast(SessionSearchResults); if (!setting)
return; continue;
}
} if (!CompareVariants(setting->Data, Filters[i].PropertyKeyPair.Data, Filters[i].ComparisonOp))
{
if (Helper.IsValid() && bRunSecondSearch && ServerSearchType == EBPServerPresenceSearchType::AllServers) bAddResult = false;
{ break;
bRunSecondSearch = false; }
bIsOnSecondSearch = true; }
auto Sessions = Helper.OnlineSub->GetSessionInterface(); }
Sessions->FindSessions(*Helper.UserID, SearchObjectDedicated.ToSharedRef());
} if (bAddResult)
else // We lost our player controller FilteredResults.Add(SessionResults[j]);
{ }
if (bSuccess && SessionSearchResults.Num() > 0)
OnSuccess.Broadcast(SessionSearchResults); return;
else }
OnFailure.Broadcast(SessionSearchResults);
}
} bool UFindSessionsCallbackProxyAdvanced::CompareVariants(const FVariantData &A, const FVariantData &B, EOnlineComparisonOpRedux Comparator)
{
if (A.GetType() != B.GetType())
void UFindSessionsCallbackProxyAdvanced::FilterSessionResults(const TArray<FBlueprintSessionResult> &SessionResults, const TArray<FSessionsSearchSetting> &Filters, TArray<FBlueprintSessionResult> &FilteredResults) return false;
{
for (int j = 0; j < SessionResults.Num(); j++) switch (A.GetType())
{ {
bool bAddResult = true; case EOnlineKeyValuePairDataType::Bool:
{
// Filter results bool bA, bB;
if (Filters.Num() > 0) A.GetValue(bA);
{ B.GetValue(bB);
const FOnlineSessionSetting * setting; switch (Comparator)
for (int i = 0; i < Filters.Num(); i++) {
{ case EOnlineComparisonOpRedux::Equals:
setting = SessionResults[j].OnlineResult.Session.SessionSettings.Settings.Find(Filters[i].PropertyKeyPair.Key); return bA == bB; break;
case EOnlineComparisonOpRedux::NotEquals:
// Couldn't find this key return bA != bB; break;
if (!setting) default:
continue; return false;break;
}
if (!CompareVariants(setting->Data, Filters[i].PropertyKeyPair.Data, Filters[i].ComparisonOp)) }
{ case EOnlineKeyValuePairDataType::Double:
bAddResult = false; {
break; double bA, bB;
} A.GetValue(bA);
} B.GetValue(bB);
} switch (Comparator)
{
if (bAddResult) case EOnlineComparisonOpRedux::Equals:
FilteredResults.Add(SessionResults[j]); return bA == bB; break;
} case EOnlineComparisonOpRedux::NotEquals:
return bA != bB; break;
return; case EOnlineComparisonOpRedux::GreaterThanEquals:
} return (bA == bB || bA > bB); break;
case EOnlineComparisonOpRedux::LessThanEquals:
return (bA == bB || bA < bB); break;
bool UFindSessionsCallbackProxyAdvanced::CompareVariants(const FVariantData &A, const FVariantData &B, EOnlineComparisonOpRedux Comparator) case EOnlineComparisonOpRedux::GreaterThan:
{ return bA > bB; break;
if (A.GetType() != B.GetType()) case EOnlineComparisonOpRedux::LessThan:
return false; return bA < bB; break;
default:
switch (A.GetType()) return false; break;
{ }
case EOnlineKeyValuePairDataType::Bool: }
{ case EOnlineKeyValuePairDataType::Float:
bool bA, bB; {
A.GetValue(bA); float tbA, tbB;
B.GetValue(bB); double bA, bB;
switch (Comparator) A.GetValue(tbA);
{ B.GetValue(tbB);
case EOnlineComparisonOpRedux::Equals: bA = (double)tbA;
return bA == bB; break; bB = (double)tbB;
case EOnlineComparisonOpRedux::NotEquals: switch (Comparator)
return bA != bB; break; {
default: case EOnlineComparisonOpRedux::Equals:
return false;break; return bA == bB; break;
} case EOnlineComparisonOpRedux::NotEquals:
} return bA != bB; break;
case EOnlineKeyValuePairDataType::Double: case EOnlineComparisonOpRedux::GreaterThanEquals:
{ return (bA == bB || bA > bB); break;
double bA, bB; case EOnlineComparisonOpRedux::LessThanEquals:
A.GetValue(bA); return (bA == bB || bA < bB); break;
B.GetValue(bB); case EOnlineComparisonOpRedux::GreaterThan:
switch (Comparator) return bA > bB; break;
{ case EOnlineComparisonOpRedux::LessThan:
case EOnlineComparisonOpRedux::Equals: return bA < bB; break;
return bA == bB; break; default:
case EOnlineComparisonOpRedux::NotEquals: return false; break;
return bA != bB; break; }
case EOnlineComparisonOpRedux::GreaterThanEquals: }
return (bA == bB || bA > bB); break; case EOnlineKeyValuePairDataType::Int32:
case EOnlineComparisonOpRedux::LessThanEquals: {
return (bA == bB || bA < bB); break; int32 bA, bB;
case EOnlineComparisonOpRedux::GreaterThan: A.GetValue(bA);
return bA > bB; break; B.GetValue(bB);
case EOnlineComparisonOpRedux::LessThan: switch (Comparator)
return bA < bB; break; {
default: case EOnlineComparisonOpRedux::Equals:
return false; break; return bA == bB; break;
} case EOnlineComparisonOpRedux::NotEquals:
} return bA != bB; break;
case EOnlineKeyValuePairDataType::Float: case EOnlineComparisonOpRedux::GreaterThanEquals:
{ return (bA == bB || bA > bB); break;
float tbA, tbB; case EOnlineComparisonOpRedux::LessThanEquals:
double bA, bB; return (bA == bB || bA < bB); break;
A.GetValue(tbA); case EOnlineComparisonOpRedux::GreaterThan:
B.GetValue(tbB); return bA > bB; break;
bA = (double)tbA; case EOnlineComparisonOpRedux::LessThan:
bB = (double)tbB; return bA < bB; break;
switch (Comparator) default:
{ return false; break;
case EOnlineComparisonOpRedux::Equals: }
return bA == bB; break; }
case EOnlineComparisonOpRedux::NotEquals: case EOnlineKeyValuePairDataType::Int64:
return bA != bB; break; {
case EOnlineComparisonOpRedux::GreaterThanEquals: uint64 bA, bB;
return (bA == bB || bA > bB); break; A.GetValue(bA);
case EOnlineComparisonOpRedux::LessThanEquals: B.GetValue(bB);
return (bA == bB || bA < bB); break; switch (Comparator)
case EOnlineComparisonOpRedux::GreaterThan: {
return bA > bB; break; case EOnlineComparisonOpRedux::Equals:
case EOnlineComparisonOpRedux::LessThan: return bA == bB; break;
return bA < bB; break; case EOnlineComparisonOpRedux::NotEquals:
default: return bA != bB; break;
return false; break; case EOnlineComparisonOpRedux::GreaterThanEquals:
} return (bA == bB || bA > bB); break;
} case EOnlineComparisonOpRedux::LessThanEquals:
case EOnlineKeyValuePairDataType::Int32: return (bA == bB || bA < bB); break;
{ case EOnlineComparisonOpRedux::GreaterThan:
int32 bA, bB; return bA > bB; break;
A.GetValue(bA); case EOnlineComparisonOpRedux::LessThan:
B.GetValue(bB); return bA < bB; break;
switch (Comparator) default:
{ return false; break;
case EOnlineComparisonOpRedux::Equals: }
return bA == bB; break; }
case EOnlineComparisonOpRedux::NotEquals:
return bA != bB; break; case EOnlineKeyValuePairDataType::String:
case EOnlineComparisonOpRedux::GreaterThanEquals: {
return (bA == bB || bA > bB); break; FString bA, bB;
case EOnlineComparisonOpRedux::LessThanEquals: A.GetValue(bA);
return (bA == bB || bA < bB); break; B.GetValue(bB);
case EOnlineComparisonOpRedux::GreaterThan: switch (Comparator)
return bA > bB; break; {
case EOnlineComparisonOpRedux::LessThan: case EOnlineComparisonOpRedux::Equals:
return bA < bB; break; return bA == bB; break;
default: case EOnlineComparisonOpRedux::NotEquals:
return false; break; return bA != bB; break;
} default:
} return false; break;
case EOnlineKeyValuePairDataType::Int64: }
{ }
uint64 bA, bB;
A.GetValue(bA); case EOnlineKeyValuePairDataType::Empty:
B.GetValue(bB); case EOnlineKeyValuePairDataType::Blob:
switch (Comparator) default:
{ return false; break;
case EOnlineComparisonOpRedux::Equals: }
return bA == bB; break;
case EOnlineComparisonOpRedux::NotEquals:
return bA != bB; break;
case EOnlineComparisonOpRedux::GreaterThanEquals:
return (bA == bB || bA > bB); break;
case EOnlineComparisonOpRedux::LessThanEquals:
return (bA == bB || bA < bB); break;
case EOnlineComparisonOpRedux::GreaterThan:
return bA > bB; break;
case EOnlineComparisonOpRedux::LessThan:
return bA < bB; break;
default:
return false; break;
}
}
case EOnlineKeyValuePairDataType::String:
{
FString bA, bB;
A.GetValue(bA);
B.GetValue(bB);
switch (Comparator)
{
case EOnlineComparisonOpRedux::Equals:
return bA == bB; break;
case EOnlineComparisonOpRedux::NotEquals:
return bA != bB; break;
default:
return false; break;
}
}
case EOnlineKeyValuePairDataType::Empty:
case EOnlineKeyValuePairDataType::Blob:
default:
return false; break;
}
} }

View File

@@ -1,114 +1,94 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. // Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "GetFriendsCallbackProxy.h" #include "GetFriendsCallbackProxy.h"
#include "Online.h"
#include "Interfaces/OnlineFriendsInterface.h" //////////////////////////////////////////////////////////////////////////
#include "Interfaces/OnlinePresenceInterface.h" // UGetFriendsCallbackProxy
DEFINE_LOG_CATEGORY(AdvancedGetFriendsLog);
//////////////////////////////////////////////////////////////////////////
// UGetFriendsCallbackProxy UGetFriendsCallbackProxy::UGetFriendsCallbackProxy(const FObjectInitializer& ObjectInitializer)
DEFINE_LOG_CATEGORY(AdvancedGetFriendsLog); : Super(ObjectInitializer)
, FriendListReadCompleteDelegate(FOnReadFriendsListComplete::CreateUObject(this, &ThisClass::OnReadFriendsListCompleted))
UGetFriendsCallbackProxy::UGetFriendsCallbackProxy(const FObjectInitializer& ObjectInitializer) {
: Super(ObjectInitializer) }
, FriendListReadCompleteDelegate(FOnReadFriendsListComplete::CreateUObject(this, &ThisClass::OnReadFriendsListCompleted))
{ UGetFriendsCallbackProxy* UGetFriendsCallbackProxy::GetAndStoreFriendsList(UObject* WorldContextObject, class APlayerController* PlayerController)
} {
UGetFriendsCallbackProxy* Proxy = NewObject<UGetFriendsCallbackProxy>();
UGetFriendsCallbackProxy* UGetFriendsCallbackProxy::GetAndStoreFriendsList(UObject* WorldContextObject, class APlayerController* PlayerController) Proxy->PlayerControllerWeakPtr = PlayerController;
{ Proxy->WorldContextObject = WorldContextObject;
UGetFriendsCallbackProxy* Proxy = NewObject<UGetFriendsCallbackProxy>(); return Proxy;
Proxy->PlayerControllerWeakPtr = PlayerController; }
Proxy->WorldContextObject = WorldContextObject;
return Proxy; void UGetFriendsCallbackProxy::Activate()
} {
if (!PlayerControllerWeakPtr.IsValid())
void UGetFriendsCallbackProxy::Activate() {
{ // Fail immediately
if (!PlayerControllerWeakPtr.IsValid()) UE_LOG(AdvancedGetFriendsLog, Warning, TEXT("GetFriends Failed received a bad player controller!"));
{ TArray<FBPFriendInfo> EmptyArray;
// Fail immediately OnFailure.Broadcast(EmptyArray);
UE_LOG(AdvancedGetFriendsLog, Warning, TEXT("GetFriends Failed received a bad player controller!")); return;
TArray<FBPFriendInfo> EmptyArray; }
OnFailure.Broadcast(EmptyArray);
return; IOnlineFriendsPtr Friends = Online::GetFriendsInterface();
} if (Friends.IsValid())
{
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("GetFriends"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull)); ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
Friends->ReadFriendsList(Player->GetControllerId(), EFriendsLists::ToString((EFriendsLists::Default)), FriendListReadCompleteDelegate);
if (Helper.IsValid()) return;
{ }
IOnlineFriendsPtr Friends = Helper.OnlineSub->GetFriendsInterface();
if (Friends.IsValid()) // Fail immediately
{ TArray<FBPFriendInfo> EmptyArray;
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
OnFailure.Broadcast(EmptyArray);
Friends->ReadFriendsList(Player->GetControllerId(), EFriendsLists::ToString((EFriendsLists::Default)), FriendListReadCompleteDelegate); }
return;
} void UGetFriendsCallbackProxy::OnReadFriendsListCompleted(int32 LocalUserNum, bool bWasSuccessful, const FString& ListName, const FString& ErrorString)
} {
if (bWasSuccessful)
// Fail immediately {
TArray<FBPFriendInfo> EmptyArray; IOnlineFriendsPtr Friends = Online::GetFriendsInterface();
OnFailure.Broadcast(EmptyArray); if (Friends.IsValid())
} {
// Not actually needed anymore, plus was not being validated and causing a crash
void UGetFriendsCallbackProxy::OnReadFriendsListCompleted(int32 LocalUserNum, bool bWasSuccessful, const FString& ListName, const FString& ErrorString) //ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
{
if (bWasSuccessful) TArray<FBPFriendInfo> FriendsListOut;
{ TArray< TSharedRef<FOnlineFriend> > FriendList;
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("GetFriends"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull)); Friends->GetFriendsList(LocalUserNum, ListName, FriendList);
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
for (int32 i = 0; i < FriendList.Num(); i++)
if (!Helper.IsValid()) {
{ TSharedRef<FOnlineFriend> Friend = FriendList[i];
TArray<FBPFriendInfo> EmptyArray; FBPFriendInfo BPF;
OnFailure.Broadcast(EmptyArray); FOnlineUserPresence pres = Friend->GetPresence();
return; BPF.OnlineState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
} BPF.DisplayName = Friend->GetDisplayName();
BPF.RealName = Friend->GetRealName();
auto Friends = Helper.OnlineSub->GetFriendsInterface(); BPF.UniqueNetId.SetUniqueNetId(Friend->GetUserId());
if (Friends.IsValid()) BPF.bIsPlayingSameGame = pres.bIsPlayingThisGame;
{
// Not actually needed anymore, plus was not being validated and causing a crash BPF.PresenceInfo.bIsOnline = pres.bIsOnline;
//ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player); BPF.PresenceInfo.bHasVoiceSupport = pres.bHasVoiceSupport;
BPF.PresenceInfo.bIsPlaying = pres.bIsPlaying;
TArray<FBPFriendInfo> FriendsListOut; BPF.PresenceInfo.PresenceState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
TArray< TSharedRef<FOnlineFriend> > FriendList; BPF.PresenceInfo.StatusString = pres.Status.StatusStr;
if (Friends->GetFriendsList(LocalUserNum, ListName, FriendList)) BPF.PresenceInfo.bIsJoinable = pres.bIsJoinable;
{ BPF.PresenceInfo.bIsPlayingThisGame = pres.bIsPlayingThisGame;
for (int32 i = 0; i < FriendList.Num(); i++)
{
FBPFriendInfo BPF; FriendsListOut.Add(BPF);
const FOnlineUserPresence& pres = FriendList[i]->GetPresence(); }
BPF.OnlineState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
BPF.DisplayName = FriendList[i]->GetDisplayName(); OnSuccess.Broadcast(FriendsListOut);
BPF.RealName = FriendList[i]->GetRealName(); }
BPF.UniqueNetId.SetUniqueNetId(FriendList[i]->GetUserId()); }
BPF.bIsPlayingSameGame = pres.bIsPlayingThisGame; else
{
BPF.PresenceInfo.bIsOnline = pres.bIsOnline; TArray<FBPFriendInfo> EmptyArray;
BPF.PresenceInfo.bHasVoiceSupport = pres.bHasVoiceSupport; OnFailure.Broadcast(EmptyArray);
BPF.PresenceInfo.bIsPlaying = pres.bIsPlaying; }
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;
BPF.PresenceInfo.bIsJoinable = pres.bIsJoinable;
BPF.PresenceInfo.bIsPlayingThisGame = pres.bIsPlayingThisGame;
FriendsListOut.Add(BPF);
}
}
OnSuccess.Broadcast(FriendsListOut);
}
}
else
{
TArray<FBPFriendInfo> EmptyArray;
OnFailure.Broadcast(EmptyArray);
}
}

View File

@@ -1,104 +1,85 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. // Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "GetRecentPlayersCallbackProxy.h" #include "GetRecentPlayersCallbackProxy.h"
#include "Online.h"
//////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////// // UGetRecentPlayersCallbackProxy
// UGetRecentPlayersCallbackProxy DEFINE_LOG_CATEGORY(AdvancedGetRecentPlayersLog);
DEFINE_LOG_CATEGORY(AdvancedGetRecentPlayersLog);
UGetRecentPlayersCallbackProxy::UGetRecentPlayersCallbackProxy(const FObjectInitializer& ObjectInitializer)
UGetRecentPlayersCallbackProxy::UGetRecentPlayersCallbackProxy(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
: Super(ObjectInitializer) , QueryRecentPlayersCompleteDelegate(FOnQueryRecentPlayersCompleteDelegate::CreateUObject(this, &ThisClass::OnQueryRecentPlayersCompleted))
, QueryRecentPlayersCompleteDelegate(FOnQueryRecentPlayersCompleteDelegate::CreateUObject(this, &ThisClass::OnQueryRecentPlayersCompleted)) {
{ }
}
UGetRecentPlayersCallbackProxy* UGetRecentPlayersCallbackProxy::GetAndStoreRecentPlayersList(UObject* WorldContextObject, const FBPUniqueNetId& UniqueNetId)
UGetRecentPlayersCallbackProxy* UGetRecentPlayersCallbackProxy::GetAndStoreRecentPlayersList(UObject* WorldContextObject, const FBPUniqueNetId& UniqueNetId) {
{ UGetRecentPlayersCallbackProxy* Proxy = NewObject<UGetRecentPlayersCallbackProxy>();
UGetRecentPlayersCallbackProxy* Proxy = NewObject<UGetRecentPlayersCallbackProxy>(); Proxy->cUniqueNetId = UniqueNetId;
Proxy->cUniqueNetId = UniqueNetId; Proxy->WorldContextObject = WorldContextObject;
Proxy->WorldContextObject = WorldContextObject; return Proxy;
return Proxy; }
}
void UGetRecentPlayersCallbackProxy::Activate()
void UGetRecentPlayersCallbackProxy::Activate() {
{ if (!cUniqueNetId.IsValid())
if (!cUniqueNetId.IsValid()) {
{ // Fail immediately
// Fail immediately UE_LOG(AdvancedGetRecentPlayersLog, Warning, TEXT("GetRecentPlayers Failed received a bad UniqueNetId!"));
UE_LOG(AdvancedGetRecentPlayersLog, Warning, TEXT("GetRecentPlayers Failed received a bad UniqueNetId!")); TArray<FBPOnlineRecentPlayer> EmptyArray;
TArray<FBPOnlineRecentPlayer> EmptyArray; OnFailure.Broadcast(EmptyArray);
OnFailure.Broadcast(EmptyArray); return;
return; }
}
IOnlineFriendsPtr Friends = Online::GetFriendsInterface();
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("GetRecentPlayers"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull)); if (Friends.IsValid())
{
if (!Helper.OnlineSub) DelegateHandle = Friends->AddOnQueryRecentPlayersCompleteDelegate_Handle(QueryRecentPlayersCompleteDelegate);
{
TArray<FBPOnlineRecentPlayer> EmptyArray; // Testing with null namespace
OnFailure.Broadcast(EmptyArray); Friends->QueryRecentPlayers(*(cUniqueNetId.GetUniqueNetId()), "");
return; return;
} }
// Fail immediately
IOnlineFriendsPtr Friends = Helper.OnlineSub->GetFriendsInterface(); TArray<FBPOnlineRecentPlayer> EmptyArray;
if (Friends.IsValid()) OnFailure.Broadcast(EmptyArray);
{ }
DelegateHandle = Friends->AddOnQueryRecentPlayersCompleteDelegate_Handle(QueryRecentPlayersCompleteDelegate);
void UGetRecentPlayersCallbackProxy::OnQueryRecentPlayersCompleted(const FUniqueNetId &UserID, const FString &Namespace, bool bWasSuccessful, const FString& ErrorString)
// Testing with null namespace {
Friends->QueryRecentPlayers(*(cUniqueNetId.GetUniqueNetId()), "");
return; IOnlineFriendsPtr Friends = Online::GetFriendsInterface();
} if (Friends.IsValid())
// Fail immediately Friends->ClearOnQueryRecentPlayersCompleteDelegate_Handle(DelegateHandle);
TArray<FBPOnlineRecentPlayer> EmptyArray;
OnFailure.Broadcast(EmptyArray);
} if (bWasSuccessful)
{
void UGetRecentPlayersCallbackProxy::OnQueryRecentPlayersCompleted(const FUniqueNetId &UserID, const FString &Namespace, bool bWasSuccessful, const FString& ErrorString) // WHOOPS
{ //IOnlineFriendsPtr Friends = Online::GetFriendsInterface();
if (Friends.IsValid())
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("GetRecentPlayers"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull)); {
TArray<FBPOnlineRecentPlayer> PlayersListOut;
if (!Helper.OnlineSub) TArray< TSharedRef<FOnlineRecentPlayer> > PlayerList;
{
TArray<FBPOnlineRecentPlayer> EmptyArray; Friends->GetRecentPlayers(*(cUniqueNetId.GetUniqueNetId()), "", PlayerList);
OnFailure.Broadcast(EmptyArray);
return; for (int32 i = 0; i < PlayerList.Num(); i++)
} {
TSharedRef<FOnlineRecentPlayer> Player = PlayerList[i];
IOnlineFriendsPtr Friends = Helper.OnlineSub->GetFriendsInterface(); FBPOnlineRecentPlayer BPF;
if (Friends.IsValid()) BPF.DisplayName = Player->GetDisplayName();
Friends->ClearOnQueryRecentPlayersCompleteDelegate_Handle(DelegateHandle); BPF.RealName = Player->GetRealName();
BPF.UniqueNetId.SetUniqueNetId(Player->GetUserId());
PlayersListOut.Add(BPF);
if (bWasSuccessful) }
{
// WHOOPS OnSuccess.Broadcast(PlayersListOut);
//IOnlineFriendsPtr Friends = Online::GetFriendsInterface(); }
if (Friends.IsValid()) }
{ else
TArray<FBPOnlineRecentPlayer> PlayersListOut; {
TArray< TSharedRef<FOnlineRecentPlayer> > PlayerList; TArray<FBPOnlineRecentPlayer> EmptyArray;
OnFailure.Broadcast(EmptyArray);
Friends->GetRecentPlayers(*(cUniqueNetId.GetUniqueNetId()), "", PlayerList); }
}
for (int32 i = 0; i < PlayerList.Num(); i++)
{
TSharedRef<FOnlineRecentPlayer> Player = PlayerList[i];
FBPOnlineRecentPlayer BPF;
BPF.DisplayName = Player->GetDisplayName();
BPF.RealName = Player->GetRealName();
BPF.UniqueNetId.SetUniqueNetId(Player->GetUserId());
PlayersListOut.Add(BPF);
}
OnSuccess.Broadcast(PlayersListOut);
}
}
else
{
TArray<FBPOnlineRecentPlayer> EmptyArray;
OnFailure.Broadcast(EmptyArray);
}
}

View File

@@ -2,7 +2,6 @@
#include "GetUserPrivilegeCallbackProxy.h" #include "GetUserPrivilegeCallbackProxy.h"
#include "Online.h"
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////
// UGetUserPrivilegeCallbackProxy // UGetUserPrivilegeCallbackProxy
@@ -23,14 +22,7 @@ UGetUserPrivilegeCallbackProxy* UGetUserPrivilegeCallbackProxy::GetUserPrivilege
void UGetUserPrivilegeCallbackProxy::Activate() void UGetUserPrivilegeCallbackProxy::Activate()
{ {
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("GetUserPrivilege"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull)); auto Identity = Online::GetIdentityInterface();
if (!Helper.OnlineSub)
{
OnFailure.Broadcast();
return;
}
auto Identity = Helper.OnlineSub->GetIdentityInterface();
if (Identity.IsValid()) if (Identity.IsValid())
{ {

View File

@@ -2,7 +2,6 @@
#include "LoginUserCallbackProxy.h" #include "LoginUserCallbackProxy.h"
#include "Online.h"
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////
// ULoginUserCallbackProxy // ULoginUserCallbackProxy
@@ -13,13 +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>(); ULoginUserCallbackProxy* Proxy = NewObject<ULoginUserCallbackProxy>();
Proxy->PlayerControllerWeakPtr = PlayerController; Proxy->PlayerControllerWeakPtr = PlayerController;
Proxy->UserID = UserID; Proxy->UserID = UserID;
Proxy->UserToken = UserToken; Proxy->UserToken = UserToken;
Proxy->AuthType = AuthType;
Proxy->WorldContextObject = WorldContextObject; Proxy->WorldContextObject = WorldContextObject;
return Proxy; return Proxy;
} }
@@ -41,24 +39,12 @@ void ULoginUserCallbackProxy::Activate()
return; return;
} }
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("LoginUser"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull)); auto Identity = Online::GetIdentityInterface();
if (!Helper.OnlineSub)
{
OnFailure.Broadcast();
return;
}
auto Identity = Helper.OnlineSub->GetIdentityInterface();
if (Identity.IsValid()) if (Identity.IsValid())
{ {
// Fallback to default AuthType if nothing is specified
if (AuthType.IsEmpty())
{
AuthType = Identity->GetAuthType();
}
DelegateHandle = Identity->AddOnLoginCompleteDelegate_Handle(Player->GetControllerId(), Delegate); DelegateHandle = Identity->AddOnLoginCompleteDelegate_Handle(Player->GetControllerId(), Delegate);
FOnlineAccountCredentials AccountCreds(AuthType, UserID, UserToken); FOnlineAccountCredentials AccountCreds(Identity->GetAuthType(), UserID, UserToken);
Identity->Login(Player->GetControllerId(), AccountCreds); Identity->Login(Player->GetControllerId(), AccountCreds);
return; return;
} }
@@ -73,30 +59,14 @@ void ULoginUserCallbackProxy::OnCompleted(int32 LocalUserNum, bool bWasSuccessfu
{ {
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player); ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
FUniqueNetIdRepl UniqueID(UserId.AsShared());
if (Player) if (Player)
{ {
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("GetUserPrivilege"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull)); auto Identity = Online::GetIdentityInterface();
if (!Helper.OnlineSub)
{
OnFailure.Broadcast();
return;
}
auto Identity = Helper.OnlineSub->GetIdentityInterface();
if (Identity.IsValid()) if (Identity.IsValid())
{ {
Identity->ClearOnLoginCompleteDelegate_Handle(Player->GetControllerId(), DelegateHandle); 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

@@ -2,7 +2,6 @@
#include "LogoutUserCallbackProxy.h" #include "LogoutUserCallbackProxy.h"
#include "Online.h"
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////
// ULogoutUserCallbackProxy // ULogoutUserCallbackProxy
@@ -30,6 +29,7 @@ void ULogoutUserCallbackProxy::Activate()
return; return;
} }
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player); ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
if (!Player) if (!Player)
@@ -38,14 +38,7 @@ void ULogoutUserCallbackProxy::Activate()
return; return;
} }
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("LogoutUser"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull)); auto Identity = Online::GetIdentityInterface();
if (!Helper.OnlineSub)
{
OnFailure.Broadcast();
return;
}
auto Identity = Helper.OnlineSub->GetIdentityInterface();
if (Identity.IsValid()) if (Identity.IsValid())
{ {
@@ -67,14 +60,7 @@ void ULogoutUserCallbackProxy::OnCompleted(int LocalUserNum, bool bWasSuccessful
if (Player) if (Player)
{ {
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("LogoutUser"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull)); auto Identity = Online::GetIdentityInterface();
if (!Helper.OnlineSub)
{
OnFailure.Broadcast();
return;
}
auto Identity = Helper.OnlineSub->GetIdentityInterface();
if (Identity.IsValid()) if (Identity.IsValid())
{ {

View File

@@ -1,82 +1,73 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. // Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "SendFriendInviteCallbackProxy.h" #include "SendFriendInviteCallbackProxy.h"
#include "Online.h"
//////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////// // UGetRecentPlayersCallbackProxy
// UGetRecentPlayersCallbackProxy DEFINE_LOG_CATEGORY(AdvancedSendFriendInviteLog);
DEFINE_LOG_CATEGORY(AdvancedSendFriendInviteLog);
USendFriendInviteCallbackProxy::USendFriendInviteCallbackProxy(const FObjectInitializer& ObjectInitializer)
USendFriendInviteCallbackProxy::USendFriendInviteCallbackProxy(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
: Super(ObjectInitializer) , OnSendInviteCompleteDelegate(FOnSendInviteComplete::CreateUObject(this, &ThisClass::OnSendInviteComplete))
, OnSendInviteCompleteDelegate(FOnSendInviteComplete::CreateUObject(this, &ThisClass::OnSendInviteComplete)) {
{ }
}
USendFriendInviteCallbackProxy* USendFriendInviteCallbackProxy::SendFriendInvite(UObject* WorldContextObject, APlayerController *PlayerController, const FBPUniqueNetId &UniqueNetIDInvited)
USendFriendInviteCallbackProxy* USendFriendInviteCallbackProxy::SendFriendInvite(UObject* WorldContextObject, APlayerController *PlayerController, const FBPUniqueNetId &UniqueNetIDInvited) {
{ USendFriendInviteCallbackProxy* Proxy = NewObject<USendFriendInviteCallbackProxy>();
USendFriendInviteCallbackProxy* Proxy = NewObject<USendFriendInviteCallbackProxy>(); Proxy->PlayerControllerWeakPtr = PlayerController;
Proxy->PlayerControllerWeakPtr = PlayerController; Proxy->cUniqueNetId = UniqueNetIDInvited;
Proxy->cUniqueNetId = UniqueNetIDInvited; Proxy->WorldContextObject = WorldContextObject;
Proxy->WorldContextObject = WorldContextObject; return Proxy;
return Proxy; }
}
void USendFriendInviteCallbackProxy::Activate()
void USendFriendInviteCallbackProxy::Activate() {
{ if (!cUniqueNetId.IsValid())
if (!cUniqueNetId.IsValid()) {
{ // Fail immediately
// Fail immediately UE_LOG(AdvancedSendFriendInviteLog, Warning, TEXT("SendFriendInvite Failed received a bad UniqueNetId!"));
UE_LOG(AdvancedSendFriendInviteLog, Warning, TEXT("SendFriendInvite Failed received a bad UniqueNetId!")); OnFailure.Broadcast();
OnFailure.Broadcast(); return;
return; }
}
if (!PlayerControllerWeakPtr.IsValid())
if (!PlayerControllerWeakPtr.IsValid()) {
{ // Fail immediately
// Fail immediately UE_LOG(AdvancedSendFriendInviteLog, Warning, TEXT("SendFriendInvite Failed received a bad playercontroller!"));
UE_LOG(AdvancedSendFriendInviteLog, Warning, TEXT("SendFriendInvite Failed received a bad playercontroller!")); OnFailure.Broadcast();
OnFailure.Broadcast(); return;
return; }
}
IOnlineFriendsPtr Friends = Online::GetFriendsInterface();
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("SendFriendInvite"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull)); if (Friends.IsValid())
{
if (!Helper.OnlineSub) ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
{
OnFailure.Broadcast(); if (!Player)
return; {
} // Fail immediately
UE_LOG(AdvancedSendFriendInviteLog, Warning, TEXT("SendFriendInvite Failed couldn't cast to ULocalPlayer!"));
auto Friends = Helper.OnlineSub->GetFriendsInterface(); OnFailure.Broadcast();
if (Friends.IsValid()) return;
{ }
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
Friends->SendInvite(Player->GetControllerId(), *cUniqueNetId.GetUniqueNetId(), EFriendsLists::ToString((EFriendsLists::Default)), OnSendInviteCompleteDelegate);
if (!Player) return;
{ }
// Fail immediately // Fail immediately
UE_LOG(AdvancedSendFriendInviteLog, Warning, TEXT("SendFriendInvite Failed couldn't cast to ULocalPlayer!")); OnFailure.Broadcast();
OnFailure.Broadcast(); }
return;
} void USendFriendInviteCallbackProxy::OnSendInviteComplete(int32 LocalPlayerNum, bool bWasSuccessful, const FUniqueNetId &InvitedPlayer, const FString &ListName, const FString &ErrorString)
{
Friends->SendInvite(Player->GetControllerId(), *cUniqueNetId.GetUniqueNetId(), EFriendsLists::ToString((EFriendsLists::Default)), OnSendInviteCompleteDelegate); if ( bWasSuccessful )
return; {
} OnSuccess.Broadcast();
// Fail immediately }
OnFailure.Broadcast(); else
} {
UE_LOG(AdvancedSendFriendInviteLog, Warning, TEXT("SendFriendInvite Failed with error: %s"), *ErrorString);
void USendFriendInviteCallbackProxy::OnSendInviteComplete(int32 LocalPlayerNum, bool bWasSuccessful, const FUniqueNetId &InvitedPlayer, const FString &ListName, const FString &ErrorString) OnFailure.Broadcast();
{ }
if ( bWasSuccessful ) }
{
OnSuccess.Broadcast();
}
else
{
UE_LOG(AdvancedSendFriendInviteLog, Warning, TEXT("SendFriendInvite Failed with error: %s"), *ErrorString);
OnFailure.Broadcast();
}
}

View File

@@ -1,58 +0,0 @@
#include "StartSessionCallbackProxyAdvanced.h"
UStartSessionCallbackProxyAdvanced::UStartSessionCallbackProxyAdvanced(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, StartCompleteDelegate(FOnStartSessionCompleteDelegate::CreateUObject(this, &ThisClass::OnStartCompleted))
{
}
UStartSessionCallbackProxyAdvanced* UStartSessionCallbackProxyAdvanced::StartAdvancedSession(
UObject* WorldContextObject)
{
UStartSessionCallbackProxyAdvanced* Proxy = NewObject<UStartSessionCallbackProxyAdvanced>();
Proxy->WorldContextObject = WorldContextObject;
return Proxy;
}
void UStartSessionCallbackProxyAdvanced::Activate()
{
const FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("StartSession"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), 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)
{
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("StartSessionCallback"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
if (Helper.OnlineSub != nullptr)
{
auto Sessions = Helper.OnlineSub->GetSessionInterface();
if (Sessions.IsValid())
{
Sessions->ClearOnStartSessionCompleteDelegate_Handle(StartCompleteDelegateHandle);
}
}
if (bWasSuccessful)
{
OnSuccess.Broadcast();
}
else
{
OnFailure.Broadcast();
}
}

View File

@@ -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)
{ {
UUpdateSessionCallbackProxyAdvanced* Proxy = NewObject<UUpdateSessionCallbackProxyAdvanced>(); UUpdateSessionCallbackProxyAdvanced* Proxy = NewObject<UUpdateSessionCallbackProxyAdvanced>();
Proxy->NumPublicConnections = PublicConnections; Proxy->NumPublicConnections = PublicConnections;
@@ -24,84 +24,75 @@ UUpdateSessionCallbackProxyAdvanced* UUpdateSessionCallbackProxyAdvanced::Update
Proxy->bRefreshOnlineData = bRefreshOnlineData; Proxy->bRefreshOnlineData = bRefreshOnlineData;
Proxy->bAllowJoinInProgress = bAllowJoinInProgress; Proxy->bAllowJoinInProgress = bAllowJoinInProgress;
Proxy->bDedicatedServer = bIsDedicatedServer; Proxy->bDedicatedServer = bIsDedicatedServer;
Proxy->bShouldAdvertise = bShouldAdvertise;
Proxy->bAllowJoinViaPresence = bAllowJoinViaPresence;
Proxy->bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
return Proxy; return Proxy;
} }
void UUpdateSessionCallbackProxyAdvanced::Activate() void UUpdateSessionCallbackProxyAdvanced::Activate()
{ {
const FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("UpdateSession"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
if (Helper.OnlineSub != nullptr) IOnlineSessionPtr Sessions = Online::GetSessionInterface();
if (Sessions.IsValid())
{ {
const auto Sessions = Helper.OnlineSub->GetSessionInterface(); if (Sessions->GetNumSessions() < 1)
if (Sessions.IsValid())
{ {
if (Sessions->GetNumSessions() < 1) OnFailure.Broadcast();
{ GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("NO REGISTERED SESSIONS!"));
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 = bShouldAdvertise;
Settings->bAllowJoinInProgress = bAllowJoinInProgress;
Settings->bIsLANMatch = bUseLAN;
//Settings->bUsesPresence = true;
Settings->bAllowInvites = bAllowInvites;
Settings->bAllowJoinInProgress = bAllowJoinInProgress;
Settings->bIsDedicated = bDedicatedServer;
// Added in 5.6
Settings->bAllowJoinViaPresence = bAllowJoinViaPresence;
Settings->bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
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; return;
} }
else
// This gets the actual session itself
//FNamedOnlineSession * curSession = Sessions->GetNamedSession(GameSessionName);
FOnlineSessionSettings* Settings = Sessions->GetSessionSettings(GameSessionName);
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(GameSessionName, *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 // Fail immediately
OnFailure.Broadcast(); OnFailure.Broadcast();
@@ -110,20 +101,15 @@ void UUpdateSessionCallbackProxyAdvanced::Activate()
void UUpdateSessionCallbackProxyAdvanced::OnUpdateCompleted(FName SessionName, bool bWasSuccessful) void UUpdateSessionCallbackProxyAdvanced::OnUpdateCompleted(FName SessionName, bool bWasSuccessful)
{ {
const FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("UpdateSessionCallback"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull)); IOnlineSessionPtr Sessions = Online::GetSessionInterface();
if (Sessions.IsValid())
if (Helper.OnlineSub != nullptr)
{ {
const auto Sessions = Helper.OnlineSub->GetSessionInterface(); Sessions->ClearOnUpdateSessionCompleteDelegate_Handle(OnUpdateSessionCompleteDelegateHandle);
if (Sessions.IsValid())
if (bWasSuccessful)
{ {
Sessions->ClearOnUpdateSessionCompleteDelegate_Handle(OnUpdateSessionCompleteDelegateHandle); OnSuccess.Broadcast();
return;
if (bWasSuccessful)
{
OnSuccess.Broadcast();
return;
}
} }
} }

View File

@@ -1,42 +1,20 @@
{ {
"FileVersion" : 3, "FileVersion" : 3,
"FriendlyName" : "Advanced Steam Sessions", "FriendlyName" : "Advanced Steam Sessions",
"Version" : 5.4, "Version" : 1.9,
"VersionName": "5.4", "VersionName": "1.9",
"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",
"CreatedByURL" : "N/A", "CreatedByURL" : "N/A",
"Modules" : "Modules" :
[ [
{ {
"Name": "AdvancedSteamSessions", "Name" : "AdvancedSteamSessions",
"Type": "RunTime", "Type" : "RunTime",
"LoadingPhase": "PostDefault" "LoadingPhase" : "PreDefault"
} }
], ]
"Plugins": [
{
"Name": "AdvancedSessions",
"Enabled": true
},
{
"Name": "OnlineSubsystem",
"Enabled": true
},
{
"Name": "OnlineSubsystemSteam",
"Enabled": true
},
{
"Name": "OnlineSubsystemUtils",
"Enabled": true
},
{
"Name": "SteamShared",
"Enabled": true
}
]
} }

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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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@@ -1,26 +1,22 @@
using UnrealBuildTool; using UnrealBuildTool;
using System.IO; using System.IO;
public class AdvancedSteamSessions : ModuleRules public class AdvancedSteamSessions : ModuleRules
{ {
public AdvancedSteamSessions(ReadOnlyTargetRules Target) : base(Target) public AdvancedSteamSessions(ReadOnlyTargetRules Target) : base(Target)
{ {
DefaultBuildSettings = BuildSettingsVersion.Latest; PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest; //bEnforceIWYU = true;
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; Definitions.Add("WITH_ADVANCED_STEAM_SESSIONS=1");
//bEnforceIWYU = true;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "OnlineSubsystem", "CoreUObject", "OnlineSubsystemUtils", "Networking", "Sockets", "AdvancedSessions"/*"Voice", "OnlineSubsystemSteam"*/ });
PublicDefinitions.Add("WITH_ADVANCED_STEAM_SESSIONS=1"); PrivateDependencyModuleNames.AddRange(new string[] { "OnlineSubsystem", "Sockets", "Networking", "OnlineSubsystemUtils" /*"Voice", "Steamworks","OnlineSubsystemSteam"*/});
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "OnlineSubsystem", "CoreUObject", "OnlineSubsystemUtils", "Networking", "Sockets", "AdvancedSessions"/*"Voice", "OnlineSubsystemSteam"*/ }); if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Linux) || (Target.Platform == UnrealTargetPlatform.Mac))
PrivateDependencyModuleNames.AddRange(new string[] { "OnlineSubsystem", "Sockets", "Networking", "OnlineSubsystemUtils" /*"Voice", "Steamworks","OnlineSubsystemSteam"*/}); {
PublicDependencyModuleNames.AddRange(new string[] { "Steamworks",/*"Voice",*/ "OnlineSubsystemSteam" });
if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Linux) || (Target.Platform == UnrealTargetPlatform.Mac)) PublicIncludePaths.AddRange(new string[] { "../Plugins/Online/OnlineSubsystemSteam/Source/Private" });// This is dumb but it isn't very open
{ }
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
}
}
} }

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@@ -1,389 +1,93 @@
// Fill out your copyright notice in the Description page of Project Settings. // Fill out your copyright notice in the Description page of Project Settings.
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "BlueprintDataDefinitions.h" #include "BlueprintDataDefinitions.h"
#include "Kismet/BlueprintFunctionLibrary.h" #include "Kismet/BlueprintFunctionLibrary.h"
#include "Online.h" #include "Online.h"
#include "OnlineSubsystem.h" #include "OnlineSubsystem.h"
#include "Interfaces/OnlineFriendsInterface.h" #include "OnlineFriendsInterface.h"
#include "Interfaces/OnlineUserInterface.h" #include "OnlineUserInterface.h"
#include "Interfaces/OnlineMessageInterface.h" #include "OnlineMessageInterface.h"
#include "Interfaces/OnlinePresenceInterface.h" #include "OnlinePresenceInterface.h"
#include "Engine/GameInstance.h" #include "Engine/GameInstance.h"
#include "Interfaces/OnlineSessionInterface.h" #include "OnlineSessionInterface.h"
#include "BlueprintDataDefinitions.h"
#include "UObject/UObjectIterator.h" #include "UObjectIterator.h"
// This is taken directly from UE4 - OnlineSubsystemSteamPrivatePCH.h as a fix for the array_count macro #include "AdvancedSteamFriendsLibrary.generated.h"
// @todo Steam: Steam headers trigger secure-C-runtime warnings in Visual C++. Rather than mess with _CRT_SECURE_NO_WARNINGS, we'll just
// disable the warnings locally. Remove when this is fixed in the SDK
#ifdef _MSC_VER //General Advanced Sessions Log
#pragma warning(push) DECLARE_LOG_CATEGORY_EXTERN(AdvancedSteamFriendsLog, Log, All);
#pragma warning(disable:4996)
// #TODO check back on this at some point UENUM(Blueprintable)
#pragma warning(disable:4265) // SteamAPI CCallback< specifically, this warning is off by default but 4.17 turned it on.... enum class SteamAvatarSize : uint8
#endif {
SteamAvatar_Small = 1,
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED SteamAvatar_Medium = 2,
SteamAvatar_Large = 3
#pragma push_macro("ARRAY_COUNT") };
#undef ARRAY_COUNT
USTRUCT(BlueprintType, Category = "Online|SteamAPI|SteamGroups")
#if USING_CODE_ANALYSIS struct FBPSteamGroupInfo
MSVC_PRAGMA(warning(push)) {
MSVC_PRAGMA(warning(disable : ALL_CODE_ANALYSIS_WARNINGS)) GENERATED_USTRUCT_BODY()
#endif // USING_CODE_ANALYSIS
public:
#include <steam/steam_api.h>
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
#if USING_CODE_ANALYSIS FBPUniqueNetId GroupID; // Uint64 representation
MSVC_PRAGMA(warning(pop)) UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
#endif // USING_CODE_ANALYSIS FString GroupName;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
#include <steam/isteamapps.h> FString GroupTag;
#include <steam/isteamapplist.h> UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
//#include <OnlineSubsystemSteamTypes.h> int32 numOnline;
#pragma pop_macro("ARRAY_COUNT") UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
int32 numInGame;
// @todo Steam: See above UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
#ifdef _MSC_VER int32 numChatting;
#pragma warning(pop)
#endif };
// Making a copy of this here since the original is still in a private folder and is screwing with things
/**
* Steam specific implementation of the unique net id UCLASS()
*/ class UAdvancedSteamFriendsLibrary : public UBlueprintFunctionLibrary
class FUniqueNetIdSteam2 : {
public FUniqueNetId GENERATED_BODY()
{ public:
PACKAGE_SCOPE:
/** Holds the net id for a player */ //********* Friend List Functions *************//
uint64 UniqueNetId;
// Get a texture of a valid friends avatar, STEAM ONLY, Returns invalid texture if the subsystem hasn't loaded that size of avatar yet
/** Hidden on purpose */ UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI", meta = (ExpandEnumAsExecs = "Result"))
FUniqueNetIdSteam2() : static UTexture2D * GetSteamFriendAvatar(const FBPUniqueNetId UniqueNetId, EBlueprintAsyncResultSwitch &Result, SteamAvatarSize AvatarSize = SteamAvatarSize::SteamAvatar_Medium);
UniqueNetId(0)
{ // Preloads the avatar and name of a steam friend, return whether it is already available or not, STEAM ONLY, Takes time to actually load everything after this is called.
} UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
static bool RequestSteamFriendInfo(const FBPUniqueNetId UniqueNetId, bool bRequireNameOnly = false);
/**
* Copy Constructor // 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")
* @param Src the id to copy static int32 GetFriendSteamLevel(const FBPUniqueNetId UniqueNetId);
*/
explicit FUniqueNetIdSteam2(const FUniqueNetIdSteam2& Src) : // Gets the persona name of a steam ID, STEAM ONLY, Returns empty if no result, might need RequestSteamFriendInfo called first.
UniqueNetId(Src.UniqueNetId) UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
{ static FString GetSteamPersonaName(const FBPUniqueNetId UniqueNetId);
}
// Creates a unique steam id directly from a string holding a uint64 value, useful for testing
public: UFUNCTION(BlueprintPure, Category = "Online|AdvancedFriends|SteamAPI")
/** static FBPUniqueNetId CreateSteamIDFromString(const FString SteamID64);
* Constructs this object with the specified net id
* /* Gets the current game played by a friend - AppID is int32 even though steam ids are uint32, can't be helped in blueprint currently
* @param InUniqueNetId the id to set ours to * The game name is retrieved from steamSDK AppList which isn't available to all game IDs without request, can use the AppID with the
*/ * WebAPI GetAppList request as an alternative.
explicit FUniqueNetIdSteam2(uint64 InUniqueNetId) : */
UniqueNetId(InUniqueNetId) UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI", meta = (ExpandEnumAsExecs = "Result"))
{ static void GetSteamFriendGamePlayed(const FBPUniqueNetId UniqueNetId, EBlueprintResultSwitch &Result, FString & GameName, int32 & AppID);
}
UFUNCTION(BlueprintCallable, Category = "Online|SteamAPI|SteamGroups")
/** static void GetSteamGroups(TArray<FBPSteamGroupInfo> & SteamGroups);
* Constructs this object with the steam id };
*
* @param InUniqueNetId the id to set ours to
*/
explicit FUniqueNetIdSteam2(CSteamID InSteamId) :
UniqueNetId(InSteamId.ConvertToUint64())
{
}
/**
* Constructs this object with the specified net id
*
* @param String textual representation of an id
*/
explicit FUniqueNetIdSteam2(const FString& Str) :
UniqueNetId(FCString::Atoi64(*Str))
{
}
/**
* Constructs this object with the specified net id
*
* @param InUniqueNetId the id to set ours to (assumed to be FUniqueNetIdSteam in fact)
*/
explicit FUniqueNetIdSteam2(const FUniqueNetId& InUniqueNetId) :
UniqueNetId(*(uint64*)InUniqueNetId.GetBytes())
{
}
virtual FName GetType() const override
{
return STEAM_SUBSYSTEM;
}
/**
* Get the raw byte representation of this net id
* This data is platform dependent and shouldn't be manipulated directly
*
* @return byte array of size GetSize()
*/
virtual const uint8* GetBytes() const override
{
return (uint8*)&UniqueNetId;
}
/**
* Get the size of the id
*
* @return size in bytes of the id representation
*/
virtual int32 GetSize() const override
{
return sizeof(uint64);
}
/**
* Check the validity of the id
*
* @return true if this is a well formed ID, false otherwise
*/
virtual bool IsValid() const override
{
return UniqueNetId != 0 && CSteamID(UniqueNetId).IsValid();
}
/**
* Platform specific conversion to string representation of data
*
* @return data in string form
*/
virtual FString ToString() const override
{
return FString::Printf(TEXT("%llu"), UniqueNetId);
}
/**
* Get a human readable representation of the net id
* Shouldn't be used for anything other than logging/debugging
*
* @return id in string form
*/
virtual FString ToDebugString() const override
{
CSteamID SteamID(UniqueNetId);
if (SteamID.IsLobby())
{
return FString::Printf(TEXT("Lobby [0x%llX]"), UniqueNetId);
}
else if (SteamID.BAnonGameServerAccount())
{
return FString::Printf(TEXT("Server [0x%llX]"), UniqueNetId);
}
else if (SteamID.IsValid())
{
const FString NickName(SteamFriends() ? UTF8_TO_TCHAR(SteamFriends()->GetFriendPersonaName(UniqueNetId)) : TEXT("UNKNOWN"));
return FString::Printf(TEXT("%s [0x%llX]"), *NickName, UniqueNetId);
}
else
{
return FString::Printf(TEXT("INVALID [0x%llX]"), UniqueNetId);
}
}
virtual uint32 GetTypeHash() const override
{
return ::GetTypeHash(UniqueNetId);
}
/** Convenience cast to CSteamID */
operator CSteamID()
{
return UniqueNetId;
}
/** Convenience cast to CSteamID */
operator const CSteamID() const
{
return UniqueNetId;
}
/** Convenience cast to CSteamID pointer */
operator CSteamID*()
{
return (CSteamID*)&UniqueNetId;
}
/** Convenience cast to CSteamID pointer */
operator const CSteamID*() const
{
return (const CSteamID*)&UniqueNetId;
}
friend FArchive& operator<<(FArchive& Ar, FUniqueNetIdSteam2& UserId)
{
return Ar << UserId.UniqueNetId;
}
};
#endif
#include "AdvancedSteamFriendsLibrary.generated.h"
//General Advanced Sessions Log
DECLARE_LOG_CATEGORY_EXTERN(AdvancedSteamFriendsLog, Log, All);
UENUM(Blueprintable)
enum class SteamAvatarSize : uint8
{
SteamAvatar_INVALID = 0,
SteamAvatar_Small = 1,
SteamAvatar_Medium = 2,
SteamAvatar_Large = 3
};
UENUM(Blueprintable)
enum class ESteamUserOverlayType : uint8
{
/*Opens the overlay web browser to the specified user or groups profile.*/
steamid,
/*Opens a chat window to the specified user, or joins the group chat.*/
chat,
/*Opens a window to a Steam Trading session that was started with the ISteamEconomy / StartTrade Web API.*/
jointrade,
/*Opens the overlay web browser to the specified user's stats.*/
stats,
/*Opens the overlay web browser to the specified user's achievements.*/
achievements,
/*Opens the overlay in minimal mode prompting the user to add the target user as a friend.*/
friendadd,
/*Opens the overlay in minimal mode prompting the user to remove the target friend.*/
friendremove,
/*Opens the overlay in minimal mode prompting the user to accept an incoming friend invite.*/
friendrequestaccept,
/*Opens the overlay in minimal mode prompting the user to ignore an incoming friend invite.*/
friendrequestignore,
/*Opens the invite overlay, invitations sent from this dialog will be for the provided lobby*/
invitetolobby
};
static FString EnumToString(const FString& enumName, uint8 value)
{
const UEnum* EnumPtr = FindFirstObject<UEnum>(*enumName, EFindFirstObjectOptions::None, ELogVerbosity::Warning, TEXT("EumtoString"));
if (!EnumPtr)
return FString();
FString EnumName = EnumPtr->GetNameStringByIndex(value);
return EnumName;
}
USTRUCT(BlueprintType, Category = "Online|SteamAPI|SteamGroups")
struct FBPSteamGroupInfo
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
FBPUniqueNetId GroupID; // Uint64 representation
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
FString GroupName;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
FString GroupTag;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
int32 numOnline = 0;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
int32 numInGame = 0;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
int32 numChatting = 0;
};
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
{
GENERATED_BODY()
public:
//********* Friend List Functions *************//
// Get a texture of a valid friends avatar, STEAM ONLY, Returns invalid texture if the subsystem hasn't loaded that size of avatar yet
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI", meta = (ExpandEnumAsExecs = "Result"))
static UTexture2D * GetSteamFriendAvatar(const FBPUniqueNetId UniqueNetId, EBlueprintAsyncResultSwitch &Result, SteamAvatarSize AvatarSize = SteamAvatarSize::SteamAvatar_Medium);
// Preloads the avatar and name of a steam friend, return whether it is already available or not, STEAM ONLY, Takes time to actually load everything after this is called.
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
static bool RequestSteamFriendInfo(const FBPUniqueNetId UniqueNetId, bool bRequireNameOnly = false);
// Opens the steam overlay to go to the specified user dialog
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI", meta = (WorldContext = "WorldContextObject"))
static bool OpenSteamUserOverlay(UObject* WorldContextObject, 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);
// Gets the persona name of a steam ID, STEAM ONLY, Returns empty if no result, might need RequestSteamFriendInfo called first.
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
static FString GetSteamPersonaName(const FBPUniqueNetId UniqueNetId);
// Creates a unique steam id directly from a string holding a uint64 value, useful for testing
UFUNCTION(BlueprintPure, Category = "Online|AdvancedFriends|SteamAPI")
static FBPUniqueNetId CreateSteamIDFromString(const FString SteamID64);
// Retreives the local steam ID from steam
UFUNCTION(BlueprintPure, Category = "Online|AdvancedFriends|SteamAPI")
static FBPUniqueNetId GetLocalSteamIDFromSteam();
/* Gets the current game played by a friend - AppID is int32 even though steam ids are uint32, can't be helped in blueprint currently
* can use the AppID with the WebAPI GetAppList request.
*/
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI", meta = (ExpandEnumAsExecs = "Result"))
static void GetSteamFriendGamePlayed(const FBPUniqueNetId UniqueNetId, EBlueprintResultSwitch &Result/*, FString & GameName*/, int32 & AppID);
// 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();
};

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@@ -1,12 +1,12 @@
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "Modules/ModuleManager.h" #include "ModuleManager.h"
class AdvancedSteamSessions : public IModuleInterface class AdvancedSteamSessions : public IModuleInterface
{ {
public: public:
/** IModuleInterface implementation */ /** IModuleInterface implementation */
void StartupModule(); void StartupModule();
void ShutdownModule(); void ShutdownModule();
}; };

View File

@@ -1,351 +1,303 @@
// Fill out your copyright notice in the Description page of Project Settings. // Fill out your copyright notice in the Description page of Project Settings.
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "BlueprintDataDefinitions.h" #include "BlueprintDataDefinitions.h"
#include "Kismet/BlueprintFunctionLibrary.h" #include "Kismet/BlueprintFunctionLibrary.h"
#include "Online.h" #include "Online.h"
#include "OnlineSubsystem.h" #include "OnlineSubsystem.h"
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED #include "OnlineSessionInterface.h"
#include "steam/isteamugc.h"
#include "steam/isteamremotestorage.h" // @todo Steam: Steam headers trigger secure-C-runtime warnings in Visual C++. Rather than mess with _CRT_SECURE_NO_WARNINGS, we'll just
#endif // disable the warnings locally. Remove when this is fixed in the SDK
#include "Interfaces/OnlineSessionInterface.h" #ifdef _MSC_VER
#pragma warning(push)
// @todo Steam: Steam headers trigger secure-C-runtime warnings in Visual C++. Rather than mess with _CRT_SECURE_NO_WARNINGS, we'll just #pragma warning(disable:4996)
// disable the warnings locally. Remove when this is fixed in the SDK #endif
#ifdef _MSC_VER
#pragma warning(push) #if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
#pragma warning(disable:4996)
// #TODO check back on this at some point #pragma push_macro("ARRAY_COUNT")
#pragma warning(disable:4265) // SteamAPI CCallback< specifically, this warning is off by default but 4.17 turned it on.... #undef ARRAY_COUNT
#endif
#include <steam/steam_api.h>
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
#pragma pop_macro("ARRAY_COUNT")
#pragma push_macro("ARRAY_COUNT")
#undef ARRAY_COUNT #endif
#if USING_CODE_ANALYSIS // @todo Steam: See above
MSVC_PRAGMA(warning(push)) #ifdef _MSC_VER
MSVC_PRAGMA(warning(disable : ALL_CODE_ANALYSIS_WARNINGS)) #pragma warning(pop)
#endif // USING_CODE_ANALYSIS #endif
#include <steam/steam_api.h>
#include "AdvancedSteamWorkshopLibrary.generated.h"
#if USING_CODE_ANALYSIS
MSVC_PRAGMA(warning(pop))
#endif // USING_CODE_ANALYSIS //General Advanced Sessions Log
DECLARE_LOG_CATEGORY_EXTERN(AdvancedSteamWorkshopLog, Log, All);
#pragma pop_macro("ARRAY_COUNT")
// Using a custom struct because uint32 isn't blueprint supported and I don't want to cast to int32
#endif // due to the size of the workshop it could end up overflowing?
USTRUCT(BlueprintType)
// @todo Steam: See above struct FBPSteamWorkshopID
#ifdef _MSC_VER {
#pragma warning(pop) GENERATED_USTRUCT_BODY()
#endif
public:
#include "AdvancedSteamWorkshopLibrary.generated.h" uint64 SteamWorkshopID;
FBPSteamWorkshopID()
//General Advanced Sessions Log {
DECLARE_LOG_CATEGORY_EXTERN(AdvancedSteamWorkshopLog, Log, All);
}
// Using a custom struct because uint32 isn't blueprint supported and I don't want to cast to int32 FBPSteamWorkshopID(uint64 ID)
// due to the size of the workshop it could end up overflowing? {
USTRUCT(BlueprintType) SteamWorkshopID = ID;
struct FBPSteamWorkshopID }
{ };
GENERATED_USTRUCT_BODY()
public: // General result codes - Copying steams version over
// Check these to future proof
uint64 SteamWorkshopID; UENUM(BlueprintType)
enum class FBPSteamResult : uint8
FBPSteamWorkshopID() {
{ k_EResultOK = 1, // success
k_EResultFail = 2, // generic failure
} k_EResultNoConnection = 3, // no/failed network connection
// k_EResultNoConnectionRetry = 4, // OBSOLETE - removed
FBPSteamWorkshopID(uint64 ID) k_EResultInvalidPassword = 5, // password/ticket is invalid
{ k_EResultLoggedInElsewhere = 6, // same user logged in elsewhere
SteamWorkshopID = ID; k_EResultInvalidProtocolVer = 7, // protocol version is incorrect
} k_EResultInvalidParam = 8, // a parameter is incorrect
}; k_EResultFileNotFound = 9, // file was not found
k_EResultBusy = 10, // called method busy - action not taken
k_EResultInvalidState = 11, // called object was in an invalid state
// General result codes - Copying steams version over k_EResultInvalidName = 12, // name is invalid
// Check these to future proof k_EResultInvalidEmail = 13, // email is invalid
UENUM(BlueprintType) k_EResultDuplicateName = 14, // name is not unique
enum class FBPSteamResult : uint8 k_EResultAccessDenied = 15, // access is denied
{ k_EResultTimeout = 16, // operation timed out
K_EResultInvalid = 0, k_EResultBanned = 17, // VAC2 banned
k_EResultOK = 1, // success k_EResultAccountNotFound = 18, // account not found
k_EResultFail = 2, // generic failure k_EResultInvalidSteamID = 19, // steamID is invalid
k_EResultNoConnection = 3, // no/failed network connection k_EResultServiceUnavailable = 20, // The requested service is currently unavailable
// k_EResultNoConnectionRetry = 4, // OBSOLETE - removed k_EResultNotLoggedOn = 21, // The user is not logged on
k_EResultInvalidPassword = 5, // password/ticket is invalid k_EResultPending = 22, // Request is pending (may be in process, or waiting on third party)
k_EResultLoggedInElsewhere = 6, // same user logged in elsewhere k_EResultEncryptionFailure = 23, // Encryption or Decryption failed
k_EResultInvalidProtocolVer = 7, // protocol version is incorrect k_EResultInsufficientPrivilege = 24, // Insufficient privilege
k_EResultInvalidParam = 8, // a parameter is incorrect k_EResultLimitExceeded = 25, // Too much of a good thing
k_EResultFileNotFound = 9, // file was not found k_EResultRevoked = 26, // Access has been revoked (used for revoked guest passes)
k_EResultBusy = 10, // called method busy - action not taken k_EResultExpired = 27, // License/Guest pass the user is trying to access is expired
k_EResultInvalidState = 11, // called object was in an invalid state k_EResultAlreadyRedeemed = 28, // Guest pass has already been redeemed by account, cannot be acked again
k_EResultInvalidName = 12, // name is invalid k_EResultDuplicateRequest = 29, // The request is a duplicate and the action has already occurred in the past, ignored this time
k_EResultInvalidEmail = 13, // email is invalid k_EResultAlreadyOwned = 30, // All the games in this guest pass redemption request are already owned by the user
k_EResultDuplicateName = 14, // name is not unique k_EResultIPNotFound = 31, // IP address not found
k_EResultAccessDenied = 15, // access is denied k_EResultPersistFailed = 32, // failed to write change to the data store
k_EResultTimeout = 16, // operation timed out k_EResultLockingFailed = 33, // failed to acquire access lock for this operation
k_EResultBanned = 17, // VAC2 banned k_EResultLogonSessionReplaced = 34,
k_EResultAccountNotFound = 18, // account not found k_EResultConnectFailed = 35,
k_EResultInvalidSteamID = 19, // steamID is invalid k_EResultHandshakeFailed = 36,
k_EResultServiceUnavailable = 20, // The requested service is currently unavailable k_EResultIOFailure = 37,
k_EResultNotLoggedOn = 21, // The user is not logged on k_EResultRemoteDisconnect = 38,
k_EResultPending = 22, // Request is pending (may be in process, or waiting on third party) k_EResultShoppingCartNotFound = 39, // failed to find the shopping cart requested
k_EResultEncryptionFailure = 23, // Encryption or Decryption failed k_EResultBlocked = 40, // a user didn't allow it
k_EResultInsufficientPrivilege = 24, // Insufficient privilege k_EResultIgnored = 41, // target is ignoring sender
k_EResultLimitExceeded = 25, // Too much of a good thing k_EResultNoMatch = 42, // nothing matching the request found
k_EResultRevoked = 26, // Access has been revoked (used for revoked guest passes) k_EResultAccountDisabled = 43,
k_EResultExpired = 27, // License/Guest pass the user is trying to access is expired k_EResultServiceReadOnly = 44, // this service is not accepting content changes right now
k_EResultAlreadyRedeemed = 28, // Guest pass has already been redeemed by account, cannot be acked again k_EResultAccountNotFeatured = 45, // account doesn't have value, so this feature isn't available
k_EResultDuplicateRequest = 29, // The request is a duplicate and the action has already occurred in the past, ignored this time k_EResultAdministratorOK = 46, // allowed to take this action, but only because requester is admin
k_EResultAlreadyOwned = 30, // All the games in this guest pass redemption request are already owned by the user k_EResultContentVersion = 47, // A Version mismatch in content transmitted within the Steam protocol.
k_EResultIPNotFound = 31, // IP address not found k_EResultTryAnotherCM = 48, // The current CM can't service the user making a request, user should try another.
k_EResultPersistFailed = 32, // failed to write change to the data store k_EResultPasswordRequiredToKickSession = 49,// You are already logged in elsewhere, this cached credential login has failed.
k_EResultLockingFailed = 33, // failed to acquire access lock for this operation k_EResultAlreadyLoggedInElsewhere = 50, // You are already logged in elsewhere, you must wait
k_EResultLogonSessionReplaced = 34, k_EResultSuspended = 51, // Long running operation (content download) suspended/paused
k_EResultConnectFailed = 35, k_EResultCancelled = 52, // Operation canceled (typically by user: content download)
k_EResultHandshakeFailed = 36, k_EResultDataCorruption = 53, // Operation canceled because data is ill formed or unrecoverable
k_EResultIOFailure = 37, k_EResultDiskFull = 54, // Operation canceled - not enough disk space.
k_EResultRemoteDisconnect = 38, k_EResultRemoteCallFailed = 55, // an remote call or IPC call failed
k_EResultShoppingCartNotFound = 39, // failed to find the shopping cart requested k_EResultPasswordUnset = 56, // Password could not be verified as it's unset server side
k_EResultBlocked = 40, // a user didn't allow it k_EResultExternalAccountUnlinked = 57, // External account (PSN, Facebook...) is not linked to a Steam account
k_EResultIgnored = 41, // target is ignoring sender k_EResultPSNTicketInvalid = 58, // PSN ticket was invalid
k_EResultNoMatch = 42, // nothing matching the request found k_EResultExternalAccountAlreadyLinked = 59, // External account (PSN, Facebook...) is already linked to some other account, must explicitly request to replace/delete the link first
k_EResultAccountDisabled = 43, k_EResultRemoteFileConflict = 60, // The sync cannot resume due to a conflict between the local and remote files
k_EResultServiceReadOnly = 44, // this service is not accepting content changes right now k_EResultIllegalPassword = 61, // The requested new password is not legal
k_EResultAccountNotFeatured = 45, // account doesn't have value, so this feature isn't available k_EResultSameAsPreviousValue = 62, // new value is the same as the old one ( secret question and answer )
k_EResultAdministratorOK = 46, // allowed to take this action, but only because requester is admin k_EResultAccountLogonDenied = 63, // account login denied due to 2nd factor authentication failure
k_EResultContentVersion = 47, // A Version mismatch in content transmitted within the Steam protocol. k_EResultCannotUseOldPassword = 64, // The requested new password is not legal
k_EResultTryAnotherCM = 48, // The current CM can't service the user making a request, user should try another. k_EResultInvalidLoginAuthCode = 65, // account login denied due to auth code invalid
k_EResultPasswordRequiredToKickSession = 49,// You are already logged in elsewhere, this cached credential login has failed. k_EResultAccountLogonDeniedNoMail = 66, // account login denied due to 2nd factor auth failure - and no mail has been sent
k_EResultAlreadyLoggedInElsewhere = 50, // You are already logged in elsewhere, you must wait k_EResultHardwareNotCapableOfIPT = 67, //
k_EResultSuspended = 51, // Long running operation (content download) suspended/paused k_EResultIPTInitError = 68, //
k_EResultCancelled = 52, // Operation canceled (typically by user: content download) k_EResultParentalControlRestricted = 69, // operation failed due to parental control restrictions for current user
k_EResultDataCorruption = 53, // Operation canceled because data is ill formed or unrecoverable k_EResultFacebookQueryError = 70, // Facebook query returned an error
k_EResultDiskFull = 54, // Operation canceled - not enough disk space. k_EResultExpiredLoginAuthCode = 71, // account login denied due to auth code expired
k_EResultRemoteCallFailed = 55, // an remote call or IPC call failed k_EResultIPLoginRestrictionFailed = 72,
k_EResultPasswordUnset = 56, // Password could not be verified as it's unset server side k_EResultAccountLockedDown = 73,
k_EResultExternalAccountUnlinked = 57, // External account (PSN, Facebook...) is not linked to a Steam account k_EResultAccountLogonDeniedVerifiedEmailRequired = 74,
k_EResultPSNTicketInvalid = 58, // PSN ticket was invalid k_EResultNoMatchingURL = 75,
k_EResultExternalAccountAlreadyLinked = 59, // External account (PSN, Facebook...) is already linked to some other account, must explicitly request to replace/delete the link first k_EResultBadResponse = 76, // parse failure, missing field, etc.
k_EResultRemoteFileConflict = 60, // The sync cannot resume due to a conflict between the local and remote files k_EResultRequirePasswordReEntry = 77, // The user cannot complete the action until they re-enter their password
k_EResultIllegalPassword = 61, // The requested new password is not legal k_EResultValueOutOfRange = 78, // the value entered is outside the acceptable range
k_EResultSameAsPreviousValue = 62, // new value is the same as the old one ( secret question and answer ) k_EResultUnexpectedError = 79, // something happened that we didn't expect to ever happen
k_EResultAccountLogonDenied = 63, // account login denied due to 2nd factor authentication failure k_EResultDisabled = 80, // The requested service has been configured to be unavailable
k_EResultCannotUseOldPassword = 64, // The requested new password is not legal k_EResultInvalidCEGSubmission = 81, // The set of files submitted to the CEG server are not valid !
k_EResultInvalidLoginAuthCode = 65, // account login denied due to auth code invalid k_EResultRestrictedDevice = 82, // The device being used is not allowed to perform this action
k_EResultAccountLogonDeniedNoMail = 66, // account login denied due to 2nd factor auth failure - and no mail has been sent k_EResultRegionLocked = 83, // The action could not be complete because it is region restricted
k_EResultHardwareNotCapableOfIPT = 67, // k_EResultRateLimitExceeded = 84, // Temporary rate limit exceeded, try again later, different from k_EResultLimitExceeded which may be permanent
k_EResultIPTInitError = 68, // k_EResultAccountLoginDeniedNeedTwoFactor = 85, // Need two-factor code to login
k_EResultParentalControlRestricted = 69, // operation failed due to parental control restrictions for current user k_EResultItemDeleted = 86, // The thing we're trying to access has been deleted
k_EResultFacebookQueryError = 70, // Facebook query returned an error k_EResultAccountLoginDeniedThrottle = 87, // login attempt failed, try to throttle response to possible attacker
k_EResultExpiredLoginAuthCode = 71, // account login denied due to auth code expired k_EResultTwoFactorCodeMismatch = 88, // two factor code mismatch
k_EResultIPLoginRestrictionFailed = 72, k_EResultTwoFactorActivationCodeMismatch = 89, // activation code for two-factor didn't match
k_EResultAccountLockedDown = 73, k_EResultAccountAssociatedToMultiplePartners = 90, // account has been associated with multiple partners
k_EResultAccountLogonDeniedVerifiedEmailRequired = 74, k_EResultNotModified = 91, // data not modified
k_EResultNoMatchingURL = 75, };
k_EResultBadResponse = 76, // parse failure, missing field, etc.
k_EResultRequirePasswordReEntry = 77, // The user cannot complete the action until they re-enter their password // Check these to future proof
k_EResultValueOutOfRange = 78, // the value entered is outside the acceptable range UENUM(BlueprintType)
k_EResultUnexpectedError = 79, // something happened that we didn't expect to ever happen enum class FBPWorkshopFileType : uint8
k_EResultDisabled = 80, // The requested service has been configured to be unavailable {
k_EResultInvalidCEGSubmission = 81, // The set of files submitted to the CEG server are not valid ! k_EWorkshopFileTypeCommunity = 0,
k_EResultRestrictedDevice = 82, // The device being used is not allowed to perform this action k_EWorkshopFileTypeMicrotransaction = 1,
k_EResultRegionLocked = 83, // The action could not be complete because it is region restricted k_EWorkshopFileTypeCollection = 2,
k_EResultRateLimitExceeded = 84, // Temporary rate limit exceeded, try again later, different from k_EResultLimitExceeded which may be permanent k_EWorkshopFileTypeArt = 3,
k_EResultAccountLoginDeniedNeedTwoFactor = 85, // Need two-factor code to login k_EWorkshopFileTypeVideo = 4,
k_EResultItemDeleted = 86, // The thing we're trying to access has been deleted k_EWorkshopFileTypeScreenshot = 5,
k_EResultAccountLoginDeniedThrottle = 87, // login attempt failed, try to throttle response to possible attacker k_EWorkshopFileTypeGame = 6,
k_EResultTwoFactorCodeMismatch = 88, // two factor code mismatch k_EWorkshopFileTypeSoftware = 7,
k_EResultTwoFactorActivationCodeMismatch = 89, // activation code for two-factor didn't match k_EWorkshopFileTypeConcept = 8,
k_EResultAccountAssociatedToMultiplePartners = 90, // account has been associated with multiple partners k_EWorkshopFileTypeWebGuide = 9,
k_EResultNotModified = 91, // data not modified k_EWorkshopFileTypeIntegratedGuide = 10,
}; k_EWorkshopFileTypeMerch = 11,
k_EWorkshopFileTypeControllerBinding = 12,
// Check these to future proof k_EWorkshopFileTypeSteamworksAccessInvite = 13,
UENUM(BlueprintType) k_EWorkshopFileTypeSteamVideo = 14,
enum class FBPWorkshopFileType : uint8
{ // Update k_EWorkshopFileTypeMax if you add values.
k_EWorkshopFileTypeCommunity = 0, k_EWorkshopFileTypeMax = 15
k_EWorkshopFileTypeMicrotransaction = 1, };
k_EWorkshopFileTypeCollection = 2,
k_EWorkshopFileTypeArt = 3, // WorkshopItemDetails Struct
k_EWorkshopFileTypeVideo = 4, USTRUCT(BlueprintType)
k_EWorkshopFileTypeScreenshot = 5, struct FBPSteamWorkshopItemDetails
k_EWorkshopFileTypeGame = 6, {
k_EWorkshopFileTypeSoftware = 7, GENERATED_USTRUCT_BODY()
k_EWorkshopFileTypeConcept = 8,
k_EWorkshopFileTypeWebGuide = 9, public:
k_EWorkshopFileTypeIntegratedGuide = 10, FBPSteamWorkshopItemDetails()
k_EWorkshopFileTypeMerch = 11, {
k_EWorkshopFileTypeControllerBinding = 12,
k_EWorkshopFileTypeSteamworksAccessInvite = 13, }
k_EWorkshopFileTypeSteamVideo = 14,
FBPSteamWorkshopItemDetails(SteamUGCDetails_t &hUGCDetails)
// Update k_EWorkshopFileTypeMax if you add values. {
k_EWorkshopFileTypeMax = 15 ResultOfRequest = (FBPSteamResult)hUGCDetails.m_eResult;
}; FileType = (FBPWorkshopFileType)hUGCDetails.m_eFileType;
CreatorAppID = (int32)hUGCDetails.m_nCreatorAppID;
// WorkshopItemDetails Struct ConsumerAppID = (int32)hUGCDetails.m_nConsumerAppID;
USTRUCT(BlueprintType) Title = FString(hUGCDetails.m_rgchTitle, k_cchPublishedDocumentTitleMax);
struct FBPSteamWorkshopItemDetails Description = FString(hUGCDetails.m_rgchDescription, k_cchPublishedDocumentDescriptionMax);
{ ItemUrl = FString(hUGCDetails.m_rgchURL, k_cchPublishedFileURLMax);
GENERATED_USTRUCT_BODY() VotesUp = (int32)hUGCDetails.m_unVotesUp;
VotesDown = (int32)hUGCDetails.m_unVotesDown;
public: CalculatedScore = hUGCDetails.m_flScore;
bBanned = hUGCDetails.m_bBanned;
FBPSteamWorkshopItemDetails() bAcceptedForUse = hUGCDetails.m_bAcceptedForUse;
{ bTagsTruncated = hUGCDetails.m_bTagsTruncated;
ResultOfRequest = FBPSteamResult::k_EResultOK;
FileType = FBPWorkshopFileType::k_EWorkshopFileTypeMax; CreatorSteamID = FString::Printf(TEXT("%llu"), hUGCDetails.m_ulSteamIDOwner);
CreatorAppID = 0; }
ConsumerAppID = 0;
VotesUp = 0; // Result of obtaining the details
VotesDown = 0; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
CalculatedScore = 0.f; FBPSteamResult ResultOfRequest;
bBanned = false;
bAcceptedForUse = false; // Type of file
bTagsTruncated = false; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
} FBPWorkshopFileType FileType;
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED // These two are listed as baked to an int, but is stored as a uint, think its safe to keep int
FBPSteamWorkshopItemDetails(SteamUGCDetails_t &hUGCDetails) UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
{ int32 CreatorAppID;
ResultOfRequest = (FBPSteamResult)hUGCDetails.m_eResult; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
FileType = (FBPWorkshopFileType)hUGCDetails.m_eFileType; int32 ConsumerAppID;
CreatorAppID = (int32)hUGCDetails.m_nCreatorAppID;
ConsumerAppID = (int32)hUGCDetails.m_nConsumerAppID; // Title of item
Title = FString(hUGCDetails.m_rgchTitle, k_cchPublishedDocumentTitleMax); UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
Description = FString(hUGCDetails.m_rgchDescription, k_cchPublishedDocumentDescriptionMax); FString Title;
ItemUrl = FString(hUGCDetails.m_rgchURL, k_cchPublishedFileURLMax);
VotesUp = (int32)hUGCDetails.m_unVotesUp; // Description of item
VotesDown = (int32)hUGCDetails.m_unVotesDown; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
CalculatedScore = hUGCDetails.m_flScore; FString Description;
bBanned = hUGCDetails.m_bBanned;
bAcceptedForUse = hUGCDetails.m_bAcceptedForUse; //Url for a video of website
bTagsTruncated = hUGCDetails.m_bTagsTruncated; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
FString ItemUrl;
CreatorSteamID = FString::Printf(TEXT("%llu"), hUGCDetails.m_ulSteamIDOwner);
} // Votes will be unlikely to go above signed limited
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
FBPSteamWorkshopItemDetails(const SteamUGCDetails_t &hUGCDetails) int32 VotesUp;
{ UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
ResultOfRequest = (FBPSteamResult)hUGCDetails.m_eResult; int32 VotesDown;
FileType = (FBPWorkshopFileType)hUGCDetails.m_eFileType;
CreatorAppID = (int32)hUGCDetails.m_nCreatorAppID; // Calculated score
ConsumerAppID = (int32)hUGCDetails.m_nConsumerAppID; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
Title = FString(hUGCDetails.m_rgchTitle, k_cchPublishedDocumentTitleMax); float CalculatedScore;
Description = FString(hUGCDetails.m_rgchDescription, k_cchPublishedDocumentDescriptionMax);
ItemUrl = FString(hUGCDetails.m_rgchURL, k_cchPublishedFileURLMax); // whether the file was banned
VotesUp = (int32)hUGCDetails.m_unVotesUp; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
VotesDown = (int32)hUGCDetails.m_unVotesDown; bool bBanned;
CalculatedScore = hUGCDetails.m_flScore;
bBanned = hUGCDetails.m_bBanned; // developer has specifically flagged this item as accepted in the Workshop
bAcceptedForUse = hUGCDetails.m_bAcceptedForUse; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
bTagsTruncated = hUGCDetails.m_bTagsTruncated; bool bAcceptedForUse;
CreatorSteamID = FString::Printf(TEXT("%llu"), hUGCDetails.m_ulSteamIDOwner); // whether the list of tags was too long to be returned in the provided buffer
} UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
#endif bool bTagsTruncated;
// Result of obtaining the details // Steam ID of the user who created this content.
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop") UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
FBPSteamResult ResultOfRequest; FString CreatorSteamID;
// Type of file /*
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop") PublishedFileId_t m_nPublishedFileId;
FBPWorkshopFileType FileType; uint32 m_rtimeCreated; // time when the published file was created
uint32 m_rtimeUpdated; // time when the published file was last updated
// These two are listed as baked to an int, but is stored as a uint, think its safe to keep int uint32 m_rtimeAddedToUserList; // time when the user added the published file to their list (not always applicable)
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop") ERemoteStoragePublishedFileVisibility m_eVisibility; // visibility
int32 CreatorAppID; char m_rgchTags[k_cchTagListMax]; // comma separated list of all tags associated with this file
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop") // file/url information
int32 ConsumerAppID; UGCHandle_t m_hFile; // The handle of the primary file
UGCHandle_t m_hPreviewFile; // The handle of the preview file
// Title of item char m_pchFileName[k_cchFilenameMax]; // The cloud filename of the primary file
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop") int32 m_nFileSize; // Size of the primary file
FString Title; int32 m_nPreviewFileSize; // Size of the preview file
uint32 m_unNumChildren; // if m_eFileType == k_EWorkshopFileTypeCollection, then this number will be the number of children contained within the collection
// Description of item */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
FString Description; };
//Url for a video of website UCLASS()
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop") class UAdvancedSteamWorkshopLibrary : public UBlueprintFunctionLibrary
FString ItemUrl; {
GENERATED_BODY()
// Votes will be unlikely to go above signed limited public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
int32 VotesUp; //********* Steam Functions *************//
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
int32 VotesDown; // Returns IDs for subscribed workshop items, TArray length dictates how many
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSteamWorkshop")
// Calculated score static TArray<FBPSteamWorkshopID> GetSubscribedWorkshopItems(int32 & NumberOfItems);
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
float CalculatedScore; UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSteamWorkshop")
static void GetNumSubscribedWorkshopItems(int32 & NumberOfItems);
// whether the file was banned
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop") };
bool bBanned;
// developer has specifically flagged this item as accepted in the Workshop
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
bool bAcceptedForUse;
// whether the list of tags was too long to be returned in the provided buffer
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
bool bTagsTruncated;
// Steam ID of the user who created this content.
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
FString CreatorSteamID;
/*
PublishedFileId_t m_nPublishedFileId;
uint32 m_rtimeCreated; // time when the published file was created
uint32 m_rtimeUpdated; // time when the published file was last updated
uint32 m_rtimeAddedToUserList; // time when the user added the published file to their list (not always applicable)
ERemoteStoragePublishedFileVisibility m_eVisibility; // visibility
char m_rgchTags[k_cchTagListMax]; // comma separated list of all tags associated with this file
// file/url information
UGCHandle_t m_hFile; // The handle of the primary file
UGCHandle_t m_hPreviewFile; // The handle of the preview file
char m_pchFileName[k_cchFilenameMax]; // The cloud filename of the primary file
int32 m_nFileSize; // Size of the primary file
int32 m_nPreviewFileSize; // Size of the preview file
uint32 m_unNumChildren; // if m_eFileType == k_EWorkshopFileTypeCollection, then this number will be the number of children contained within the collection
*/
};
UCLASS()
class UAdvancedSteamWorkshopLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
//********* Steam Functions *************//
// Returns IDs for subscribed workshop items, TArray length dictates how many
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSteamWorkshop")
static TArray<FBPSteamWorkshopID> GetSubscribedWorkshopItems(int32 & NumberOfItems);
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSteamWorkshop")
static void GetNumSubscribedWorkshopItems(int32 & NumberOfItems);
};

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@@ -1,101 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Subsystems/GameInstanceSubsystem.h"
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
#include <steam/steam_api.h>
#endif
#include "SteamNotificationsSubsystem.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnSteamOverlayActivated, bool, bOverlayState);
UCLASS()
class ADVANCEDSTEAMSESSIONS_API USteamNotificationsSubsystem : public UGameInstanceSubsystem
{
GENERATED_BODY()
public:
// Event thrown when the steam overlay switches states
UPROPERTY(BlueprintAssignable, Category = "SteamEvents")
FOnSteamOverlayActivated OnSteamOverlayActivated_Bind;
USteamNotificationsSubsystem() : Super()
{
}
class cSteamEventsStore
{
public:
USteamNotificationsSubsystem* ParentSubsystem = nullptr;
void Initialize(USteamNotificationsSubsystem* MyParent)
{
ParentSubsystem = MyParent;
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
OnExternalUITriggeredCallback.Register(this, &USteamNotificationsSubsystem::cSteamEventsStore::OnExternalUITriggered);
#endif
}
void UnInitialize(USteamNotificationsSubsystem* MyParent)
{
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
OnExternalUITriggeredCallback.Unregister();
#endif
}
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
cSteamEventsStore()
{}
//:
/*OnExternalUITriggeredCallback(this, &cSteamEventsStore::OnExternalUITriggered)
{
}*/
#else
//cSteamEventsStore()
//{
//}
#endif
//~cSteamEventsStore(){}
private:
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
//STEAM_CALLBACK(cSteamEventsStore, OnExternalUITriggered, GameOverlayActivated_t, OnExternalUITriggeredCallback);
STEAM_CALLBACK_MANUAL(cSteamEventsStore, OnExternalUITriggered, GameOverlayActivated_t, OnExternalUITriggeredCallback);
#endif
};
cSteamEventsStore MyEvents;
/** Implement this for initialization of instances of the system */
virtual void Initialize(FSubsystemCollectionBase& Collection) override
{
MyEvents.Initialize(this);
}
/** Implement this for deinitialization of instances of the system */
virtual void Deinitialize() override
{
MyEvents.UnInitialize(this);
}
};
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
void USteamNotificationsSubsystem::cSteamEventsStore::OnExternalUITriggered(GameOverlayActivated_t* CallbackData)
{
if (ParentSubsystem)
{
ParentSubsystem->OnSteamOverlayActivated_Bind.Broadcast((bool)CallbackData->m_bActive);
}
}
#endif

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@@ -4,59 +4,45 @@
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "BlueprintDataDefinitions.h" #include "BlueprintDataDefinitions.h"
// This is taken directly from UE4 - OnlineSubsystemSteamPrivatePCH.h as a fix for the array_count macro // This is taken directly from UE4 - OnlineSubsystemSteamPrivatePCH.h as a fix for the array_count macro
// @todo Steam: Steam headers trigger secure-C-runtime warnings in Visual C++. Rather than mess with _CRT_SECURE_NO_WARNINGS, we'll just // @todo Steam: Steam headers trigger secure-C-runtime warnings in Visual C++. Rather than mess with _CRT_SECURE_NO_WARNINGS, we'll just
// disable the warnings locally. Remove when this is fixed in the SDK // disable the warnings locally. Remove when this is fixed in the SDK
#ifdef _MSC_VER #ifdef _MSC_VER
#pragma warning(push) #pragma warning(push)
#pragma warning(disable:4996) #pragma warning(disable:4996)
// #TODO check back on this at some point #endif
#pragma warning(disable:4265) // SteamAPI CCallback< specifically, this warning is off by default but 4.17 turned it on....
#endif #if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED #pragma push_macro("ARRAY_COUNT")
#undef ARRAY_COUNT
//#include "OnlineSubsystemSteam.h"
#include <steam/steam_api.h>
#pragma push_macro("ARRAY_COUNT")
#undef ARRAY_COUNT #pragma pop_macro("ARRAY_COUNT")
#if USING_CODE_ANALYSIS #endif
MSVC_PRAGMA(warning(push))
MSVC_PRAGMA(warning(disable : ALL_CODE_ANALYSIS_WARNINGS)) // @todo Steam: See above
#endif // USING_CODE_ANALYSIS #ifdef _MSC_VER
#pragma warning(pop)
#include <steam/steam_api.h>
#if USING_CODE_ANALYSIS
MSVC_PRAGMA(warning(pop))
#endif // USING_CODE_ANALYSIS
#pragma pop_macro("ARRAY_COUNT")
#endif
// @todo Steam: See above
#ifdef _MSC_VER
#pragma warning(pop)
#endif #endif
#include "SteamRequestGroupOfficersCallbackProxy.generated.h" #include "SteamRequestGroupOfficersCallbackProxy.generated.h"
USTRUCT(BlueprintType, Category = "Online|SteamAPI|SteamGroups") USTRUCT(BlueprintType, Category = "Online|SteamAPI|SteamGroups")
struct FBPSteamGroupOfficer struct FBPSteamGroupOfficer
{ {
GENERATED_USTRUCT_BODY() GENERATED_USTRUCT_BODY()
public: public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups") UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
FBPUniqueNetId OfficerUniqueNetID; // Uint64 representation FBPUniqueNetId OfficerUniqueNetID; // Uint64 representation
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups") UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
bool bIsOwner = false; bool bIsOwner;
}; };
@@ -67,8 +53,6 @@ class USteamRequestGroupOfficersCallbackProxy : public UOnlineBlueprintCallProxy
{ {
GENERATED_UCLASS_BODY() GENERATED_UCLASS_BODY()
virtual ~USteamRequestGroupOfficersCallbackProxy();
// Called when there is a successful results return // Called when there is a successful results return
UPROPERTY(BlueprintAssignable) UPROPERTY(BlueprintAssignable)
FBlueprintGroupOfficerDetailsDelegate OnSuccess; FBlueprintGroupOfficerDetailsDelegate OnSuccess;
@@ -77,7 +61,7 @@ class USteamRequestGroupOfficersCallbackProxy : public UOnlineBlueprintCallProxy
UPROPERTY(BlueprintAssignable) UPROPERTY(BlueprintAssignable)
FBlueprintGroupOfficerDetailsDelegate OnFailure; FBlueprintGroupOfficerDetailsDelegate OnFailure;
// Returns a list of steam group officers // Retruns a list of steam group officers
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|SteamAPI|SteamGroups") UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|SteamAPI|SteamGroups")
static USteamRequestGroupOfficersCallbackProxy* GetSteamGroupOfficerList(UObject* WorldContextObject, FBPUniqueNetId GroupUniqueNetID); static USteamRequestGroupOfficersCallbackProxy* GetSteamGroupOfficerList(UObject* WorldContextObject, FBPUniqueNetId GroupUniqueNetID);
@@ -86,11 +70,10 @@ class USteamRequestGroupOfficersCallbackProxy : public UOnlineBlueprintCallProxy
// End of UOnlineBlueprintCallProxyBase interface // End of UOnlineBlueprintCallProxyBase interface
private: private:
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED #if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
void OnRequestGroupOfficerDetails( ClanOfficerListResponse_t *pResult, bool bIOFailure); void OnRequestGroupOfficerDetails( ClanOfficerListResponse_t *pResult, bool bIOFailure);
CCallResult<USteamRequestGroupOfficersCallbackProxy, ClanOfficerListResponse_t> m_callResultGroupOfficerRequestDetails; CCallResult<USteamRequestGroupOfficersCallbackProxy, ClanOfficerListResponse_t> m_callResultGroupOfficerRequestDetails;
#endif #endif
private: private:

View File

@@ -5,46 +5,31 @@
#include "AdvancedSteamWorkshopLibrary.h" #include "AdvancedSteamWorkshopLibrary.h"
#include "BlueprintDataDefinitions.h" #include "BlueprintDataDefinitions.h"
// This is taken directly from UE4 - OnlineSubsystemSteamPrivatePCH.h as a fix for the array_count macro // This is taken directly from UE4 - OnlineSubsystemSteamPrivatePCH.h as a fix for the array_count macro
// @todo Steam: Steam headers trigger secure-C-runtime warnings in Visual C++. Rather than mess with _CRT_SECURE_NO_WARNINGS, we'll just // @todo Steam: Steam headers trigger secure-C-runtime warnings in Visual C++. Rather than mess with _CRT_SECURE_NO_WARNINGS, we'll just
// disable the warnings locally. Remove when this is fixed in the SDK // disable the warnings locally. Remove when this is fixed in the SDK
#ifdef _MSC_VER #ifdef _MSC_VER
#pragma warning(push) #pragma warning(push)
#pragma warning(disable:4996) #pragma warning(disable:4996)
// #TODO check back on this at some point #endif
#pragma warning(disable:4265) // SteamAPI CCallback< specifically, this warning is off by default but 4.17 turned it on....
#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
#pragma push_macro("ARRAY_COUNT")
#undef ARRAY_COUNT
#include <steam/steam_api.h>
#pragma pop_macro("ARRAY_COUNT")
#endif
// @todo Steam: See above
#ifdef _MSC_VER
#pragma warning(pop)
#endif #endif
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
//#include "OnlineSubsystemSteam.h"
#pragma push_macro("ARRAY_COUNT")
#undef ARRAY_COUNT
#if USING_CODE_ANALYSIS
MSVC_PRAGMA(warning(push))
MSVC_PRAGMA(warning(disable : ALL_CODE_ANALYSIS_WARNINGS))
#endif // USING_CODE_ANALYSIS
#include <steam/steam_api.h>
#if USING_CODE_ANALYSIS
MSVC_PRAGMA(warning(pop))
#endif // USING_CODE_ANALYSIS
#pragma pop_macro("ARRAY_COUNT")
#endif
// @todo Steam: See above
#ifdef _MSC_VER
#pragma warning(pop)
#endif
#include "SteamWSRequestUGCDetailsCallbackProxy.generated.h" #include "SteamWSRequestUGCDetailsCallbackProxy.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBlueprintWorkshopDetailsDelegate, const FBPSteamWorkshopItemDetails&, WorkShopDetails); DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBlueprintWorkshopDetailsDelegate, const FBPSteamWorkshopItemDetails&, WorkShopDetails);
@@ -72,10 +57,10 @@ class USteamWSRequestUGCDetailsCallbackProxy : public UOnlineBlueprintCallProxyB
private: private:
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED #if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
// Internal callback when the operation completes, calls out to the public success/failure callbacks // Internal callback when the operation completes, calls out to the public success/failure callbacks
void OnUGCRequestUGCDetails(SteamUGCQueryCompleted_t *pResult, bool bIOFailure); void OnUGCRequestUGCDetails(SteamUGCQueryCompleted_t *pResult, bool bIOFailure);
CCallResult<USteamWSRequestUGCDetailsCallbackProxy, SteamUGCQueryCompleted_t> m_callResultUGCRequestDetails; CCallResult<USteamWSRequestUGCDetailsCallbackProxy, SteamUGCQueryCompleted_t> m_callResultUGCRequestDetails;
#endif #endif

View File

@@ -1,454 +1,338 @@
// 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" // This is taken directly from UE4 - OnlineSubsystemSteamPrivatePCH.h as a fix for the array_count macro
#include "Engine/Texture2D.h"
#include "TextureResource.h" // @todo Steam: Steam headers trigger secure-C-runtime warnings in Visual C++. Rather than mess with _CRT_SECURE_NO_WARNINGS, we'll just
#include "PixelFormat.h" // disable the warnings locally. Remove when this is fixed in the SDK
#ifdef _MSC_VER
//General Log #pragma warning(push)
DEFINE_LOG_CATEGORY(AdvancedSteamFriendsLog); #pragma warning(disable:4996)
#endif
// Clan functions, add in soon #if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
/*int32 UAdvancedSteamFriendsLibrary::GetFriendSteamLevel(const FBPUniqueNetId UniqueNetId)
{ #pragma push_macro("ARRAY_COUNT")
#undef ARRAY_COUNT
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM) #include <steam/steam_api.h>
{ #include <steam/isteamapps.h>
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("IsAFriend Had a bad UniqueNetId!")); #include <steam/isteamapplist.h>
return 0; #include <OnlineSubsystemSteamTypes.h>
} #pragma pop_macro("ARRAY_COUNT")
if (SteamAPI_Init()) #endif
{
uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes()); // @todo Steam: See above
#ifdef _MSC_VER
#pragma warning(pop)
// clan (group) iteration and access functions #endif
//virtual int GetClanCount() = 0;
//virtual CSteamID GetClanByIndex(int iClan) = 0; //General Log
//virtual const char *GetClanName(CSteamID steamIDClan) = 0; DEFINE_LOG_CATEGORY(AdvancedSteamFriendsLog);
//virtual const char *GetClanTag(CSteamID steamIDClan) = 0;
// returns the most recent information we have about what's happening in a clan
//virtual bool GetClanActivityCounts(CSteamID steamIDClan, int *pnOnline, int *pnInGame, int *pnChatting) = 0; // Clan functions, add in soon
// for clans a user is a member of, they will have reasonably up-to-date information, but for others you'll have to download the info to have the latest /*int32 UAdvancedSteamFriendsLibrary::GetFriendSteamLevel(const FBPUniqueNetId UniqueNetId)
//virtual SteamAPICall_t DownloadClanActivityCounts(ARRAY_COUNT(cClansToRequest) CSteamID *psteamIDClans, int cClansToRequest) = 0; {
// requests information about a clan officer list #if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
// when complete, data is returned in ClanOfficerListResponse_t call result if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid())
// this makes available the calls below {
// you can only ask about clans that a user is a member of UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("IsAFriend Had a bad UniqueNetId!"));
// note that this won't download avatars automatically; if you get an officer, return 0;
// and no avatar image is available, call RequestUserInformation( steamID, false ) to download the avatar }
//virtual SteamAPICall_t RequestClanOfficerList(CSteamID steamIDClan) = 0;
if (SteamAPI_Init())
{
// returns the steamID of the clan owner uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes());
//virtual CSteamID GetClanOwner(CSteamID steamIDClan) = 0;
// returns the number of officers in a clan (including the owner)
//virtual int GetClanOfficerCount(CSteamID steamIDClan) = 0; // clan (group) iteration and access functions
// returns the steamID of a clan officer, by index, of range [0,GetClanOfficerCount) //virtual int GetClanCount() = 0;
//virtual CSteamID GetClanOfficerByIndex(CSteamID steamIDClan, int iOfficer) = 0; //virtual CSteamID GetClanByIndex(int iClan) = 0;
//virtual const char *GetClanName(CSteamID steamIDClan) = 0;
//virtual const char *GetClanTag(CSteamID steamIDClan) = 0;
return SteamFriends()->GetFriendSteamLevel(id); // returns the most recent information we have about what's happening in a clan
} //virtual bool GetClanActivityCounts(CSteamID steamIDClan, int *pnOnline, int *pnInGame, int *pnChatting) = 0;
#endif // for clans a user is a member of, they will have reasonably up-to-date information, but for others you'll have to download the info to have the latest
//virtual SteamAPICall_t DownloadClanActivityCounts(ARRAY_COUNT(cClansToRequest) CSteamID *psteamIDClans, int cClansToRequest) = 0;
return 0;
}*/ // requests information about a clan officer list
// when complete, data is returned in ClanOfficerListResponse_t call result
void UAdvancedSteamFriendsLibrary::GetSteamGroups(TArray<FBPSteamGroupInfo> & SteamGroups) // this makes available the calls below
{ // you can only ask about clans that a user is a member of
// note that this won't download avatars automatically; if you get an officer,
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED // and no avatar image is available, call RequestUserInformation( steamID, false ) to download the avatar
//virtual SteamAPICall_t RequestClanOfficerList(CSteamID steamIDClan) = 0;
if (SteamAPI_Init())
{
int numClans = SteamFriends()->GetClanCount(); // returns the steamID of the clan owner
//virtual CSteamID GetClanOwner(CSteamID steamIDClan) = 0;
for (int i = 0; i < numClans; i++) // returns the number of officers in a clan (including the owner)
{ //virtual int GetClanOfficerCount(CSteamID steamIDClan) = 0;
CSteamID SteamGroupID = SteamFriends()->GetClanByIndex(i); // returns the steamID of a clan officer, by index, of range [0,GetClanOfficerCount)
//virtual CSteamID GetClanOfficerByIndex(CSteamID steamIDClan, int iOfficer) = 0;
if(!SteamGroupID.IsValid())
continue;
return SteamFriends()->GetFriendSteamLevel(id);
FBPSteamGroupInfo GroupInfo; }
#endif
TSharedPtr<const FUniqueNetId> ValueID(new const FUniqueNetIdSteam2(SteamGroupID));
GroupInfo.GroupID.SetUniqueNetId(ValueID); return 0;
SteamFriends()->GetClanActivityCounts(SteamGroupID, &GroupInfo.numOnline, &GroupInfo.numInGame, &GroupInfo.numChatting); }*/
GroupInfo.GroupName = FString(UTF8_TO_TCHAR(SteamFriends()->GetClanName(SteamGroupID)));
GroupInfo.GroupTag = FString(UTF8_TO_TCHAR(SteamFriends()->GetClanTag(SteamGroupID))); void UAdvancedSteamFriendsLibrary::GetSteamGroups(TArray<FBPSteamGroupInfo> & SteamGroups)
{
SteamGroups.Add(GroupInfo); #if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
}
} if (SteamAPI_Init())
#endif {
int numClans = SteamFriends()->GetClanCount();
}
for (int i = 0; i < numClans; i++)
void UAdvancedSteamFriendsLibrary::GetSteamFriendGamePlayed(const FBPUniqueNetId UniqueNetId, EBlueprintResultSwitch &Result/*, FString & GameName*/, int32 & AppID) {
{ CSteamID SteamGroupID = SteamFriends()->GetClanByIndex(i);
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED if(!SteamGroupID.IsValid())
if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM) continue;
{
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("GetSteamFriendGamePlayed Had a bad UniqueNetId!")); FBPSteamGroupInfo GroupInfo;
Result = EBlueprintResultSwitch::OnFailure;
return; TSharedPtr<const FUniqueNetId> ValueID(new const FUniqueNetIdSteam(SteamGroupID));
} GroupInfo.GroupID.SetUniqueNetId(ValueID);
SteamFriends()->GetClanActivityCounts(SteamGroupID, &GroupInfo.numOnline, &GroupInfo.numInGame, &GroupInfo.numChatting);
if (SteamAPI_Init()) GroupInfo.GroupName = FString(UTF8_TO_TCHAR(SteamFriends()->GetClanName(SteamGroupID)));
{ GroupInfo.GroupTag = FString(UTF8_TO_TCHAR(SteamFriends()->GetClanTag(SteamGroupID)));
uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes());
SteamGroups.Add(GroupInfo);
FriendGameInfo_t GameInfo; }
bool bIsInGame = SteamFriends()->GetFriendGamePlayed(id, &GameInfo); }
#endif
if (bIsInGame && GameInfo.m_gameID.IsValid()) }
{
AppID = GameInfo.m_gameID.AppID(); void UAdvancedSteamFriendsLibrary::GetSteamFriendGamePlayed(const FBPUniqueNetId UniqueNetId, EBlueprintResultSwitch &Result, FString & GameName, int32 & AppID)
{
// Forgot this test and left it in, it is incorrect, you would need restricted access
// And it would only find games in the local library anyway #if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
/*char NameBuffer[512]; if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid())
int Len = SteamAppList()->GetAppName(GameInfo.m_gameID.AppID(), NameBuffer, 512); {
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("GetSteamFriendGamePlayed Had a bad UniqueNetId!"));
if (Len != -1) // Invalid Result = EBlueprintResultSwitch::OnFailure;
{ return;
GameName = FString(UTF8_TO_TCHAR(NameBuffer)); }
}*/
if (SteamAPI_Init())
Result = EBlueprintResultSwitch::OnSuccess; {
return; uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes());
}
FriendGameInfo_t GameInfo;
} bool bIsInGame = SteamFriends()->GetFriendGamePlayed(id, &GameInfo);
#endif
if (bIsInGame && GameInfo.m_gameID.IsValid())
Result = EBlueprintResultSwitch::OnFailure; {
} AppID = GameInfo.m_gameID.AppID();
int32 UAdvancedSteamFriendsLibrary::GetFriendSteamLevel(const FBPUniqueNetId UniqueNetId) char NameBuffer[512];
{ int Len = SteamAppList()->GetAppName(GameInfo.m_gameID.AppID(), NameBuffer, 512);
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED if (Len != -1) // Invalid
if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM) {
{ GameName = FString(UTF8_TO_TCHAR(NameBuffer));
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("IsAFriend Had a bad UniqueNetId!")); }
return 0;
} Result = EBlueprintResultSwitch::OnSuccess;
return;
if (SteamAPI_Init()) }
{
uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes()); }
#endif
return SteamFriends()->GetFriendSteamLevel(id);
} Result = EBlueprintResultSwitch::OnFailure;
#endif }
return 0; int32 UAdvancedSteamFriendsLibrary::GetFriendSteamLevel(const FBPUniqueNetId UniqueNetId)
} {
FString UAdvancedSteamFriendsLibrary::GetSteamPersonaName(const FBPUniqueNetId UniqueNetId) #if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
{ if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid())
{
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("IsAFriend Had a bad UniqueNetId!"));
if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM) return 0;
{ }
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("GetSteamPersonaName Had a bad UniqueNetId!"));
return FString(TEXT("")); if (SteamAPI_Init())
} {
uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes());
if (SteamAPI_Init())
{ return SteamFriends()->GetFriendSteamLevel(id);
uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes()); }
const char* PersonaName = SteamFriends()->GetFriendPersonaName(id); #endif
return FString(UTF8_TO_TCHAR(PersonaName));
} return 0;
#endif }
return FString(TEXT("")); FString UAdvancedSteamFriendsLibrary::GetSteamPersonaName(const FBPUniqueNetId UniqueNetId)
} {
FBPUniqueNetId UAdvancedSteamFriendsLibrary::CreateSteamIDFromString(const FString SteamID64) #if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
{ if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid())
FBPUniqueNetId netId; {
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("GetSteamPersonaName Had a bad UniqueNetId!"));
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED return FString(TEXT(""));
if (!(SteamID64.Len() > 0)) }
{
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("CreateSteamIDFromString Had a bad UniqueNetId!")); if (SteamAPI_Init())
return netId; {
} uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes());
const char* PersonaName = SteamFriends()->GetFriendPersonaName(id);
if (SteamAPI_Init()) return FString(UTF8_TO_TCHAR(PersonaName));
{ }
// Already does the conversion #endif
TSharedPtr<const FUniqueNetId> ValueID(new const FUniqueNetIdSteam2(SteamID64));
//FCString::Atoi64(*SteamID64)); return FString(TEXT(""));
}
netId.SetUniqueNetId(ValueID);
return netId; FBPUniqueNetId UAdvancedSteamFriendsLibrary::CreateSteamIDFromString(const FString SteamID64)
} {
#endif FBPUniqueNetId netId;
return netId; #if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
} if (!(SteamID64.Len() > 0))
{
FBPUniqueNetId UAdvancedSteamFriendsLibrary::GetLocalSteamIDFromSteam() UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("CreateSteamIDFromString Had a bad UniqueNetId!"));
{ return netId;
FBPUniqueNetId netId; }
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED if (SteamAPI_Init())
if (SteamAPI_Init()) {
{ // Already does the conversion
TSharedPtr<const FUniqueNetId> SteamID(new const FUniqueNetIdSteam2(SteamUser()->GetSteamID())); TSharedPtr<const FUniqueNetId> ValueID(new const FUniqueNetIdSteam(SteamID64));
netId.SetUniqueNetId(SteamID); //FCString::Atoi64(*SteamID64));
}
#endif netId.SetUniqueNetId(ValueID);
return netId;
return netId; }
} #endif
bool UAdvancedSteamFriendsLibrary::RequestSteamFriendInfo(const FBPUniqueNetId UniqueNetId, bool bRequireNameOnly) return netId;
{ }
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM) bool UAdvancedSteamFriendsLibrary::RequestSteamFriendInfo(const FBPUniqueNetId UniqueNetId, bool bRequireNameOnly)
{ {
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("RequestSteamFriendInfo Had a bad UniqueNetId!")); #if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
return false; if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid())
} {
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("RequestSteamFriendInfo Had a bad UniqueNetId!"));
if (SteamAPI_Init()) return false;
{ }
uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes());
if (SteamAPI_Init())
return !SteamFriends()->RequestUserInformation(id, bRequireNameOnly); {
} uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes());
#endif
return !SteamFriends()->RequestUserInformation(id, bRequireNameOnly);
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("RequestSteamFriendInfo Couldn't init steamAPI!")); }
return false; #endif
}
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("RequestSteamFriendInfo Couldn't init steamAPI!"));
return false;
bool UAdvancedSteamFriendsLibrary::OpenSteamUserOverlay(UObject* WorldContextObject,const FBPUniqueNetId UniqueNetId, ESteamUserOverlayType DialogType) }
{
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED UTexture2D * UAdvancedSteamFriendsLibrary::GetSteamFriendAvatar(const FBPUniqueNetId UniqueNetId, EBlueprintAsyncResultSwitch &Result, SteamAvatarSize AvatarSize)
if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM) {
{ #if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("OpenSteamUserOverlay Had a bad UniqueNetId!")); if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid())
return false; {
} UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("GetSteamFriendAvatar Had a bad UniqueNetId!"));
Result = EBlueprintAsyncResultSwitch::OnFailure;
if (SteamAPI_Init()) return nullptr;
{ }
if (DialogType == ESteamUserOverlayType::invitetolobby)
{ uint32 Width = 0;
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull); uint32 Height = 0;
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(World);
if (SessionInterface.IsValid()) if (SteamAPI_Init())
{ {
FNamedOnlineSession* CurrentSession = SessionInterface->GetNamedSession(NAME_GameSession); //Getting the PictureID from the SteamAPI and getting the Size with the ID
//virtual bool RequestUserInformation( CSteamID steamIDUser, bool bRequireNameOnly ) = 0;
if (CurrentSession && CurrentSession->SessionInfo->GetSessionId().IsValid())
{
uint64 id = *((uint64*)CurrentSession->SessionInfo->GetSessionId().GetBytes()); uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes());
SteamFriends()->ActivateGameOverlayInviteDialog(id); int Picture = 0;
}
} switch(AvatarSize)
} {
else case SteamAvatarSize::SteamAvatar_Small: Picture = SteamFriends()->GetSmallFriendAvatar(id); break;
{ case SteamAvatarSize::SteamAvatar_Medium: Picture = SteamFriends()->GetMediumFriendAvatar(id); break;
uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes()); case SteamAvatarSize::SteamAvatar_Large: Picture = SteamFriends()->GetLargeFriendAvatar(id); break;
FString DialogName = EnumToString("ESteamUserOverlayType", (uint8)DialogType); default: break;
SteamFriends()->ActivateGameOverlayToUser(TCHAR_TO_ANSI(*DialogName), id); }
}
return true; if (Picture == -1)
} {
#endif Result = EBlueprintAsyncResultSwitch::AsyncLoading;
return NULL;
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("OpenSteamUserOverlay Couldn't init steamAPI!")); }
return false;
} SteamUtils()->GetImageSize(Picture, &Width, &Height);
bool UAdvancedSteamFriendsLibrary::IsOverlayEnabled() // STOLEN FROM ANSWERHUB :p, then fixed because answerhub wasn't releasing the memory O.o
{ // Also fixed image pixel format and switched to a memcpy instead of manual iteration.
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED // At some point I should probably reply to that answerhub post with these fixes to prevent people killing their games.....
if (SteamAPI_Init())
{ if (Width > 0 && Height > 0)
return SteamUtils()->IsOverlayEnabled(); {
} //Creating the buffer "oAvatarRGBA" and then filling it with the RGBA Stream from the Steam Avatar
#endif uint8 *oAvatarRGBA = new uint8[Width * Height * 4];
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("OpenSteamUserOverlay Couldn't init steamAPI!"));
return false; //Filling the buffer with the RGBA Stream from the Steam Avatar and creating a UTextur2D to parse the RGBA Steam in
} SteamUtils()->GetImageRGBA(Picture, (uint8*)oAvatarRGBA, 4 * Height * Width * sizeof(char));
UTexture2D * UAdvancedSteamFriendsLibrary::GetSteamFriendAvatar(const FBPUniqueNetId UniqueNetId, EBlueprintAsyncResultSwitch &Result, SteamAvatarSize AvatarSize)
{ // Removed as I changed the image bit code to be RGB, I think the original author was unaware that there were different pixel formats
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED /*
if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM) //Swap R and B channels because for some reason the games whack
{ for (uint32 i = 0; i < (Width * Height * 4); i += 4)
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("GetSteamFriendAvatar Had a bad UniqueNetId!")); {
Result = EBlueprintAsyncResultSwitch::OnFailure; uint8 Temp = oAvatarRGBA[i + 0];
return nullptr; oAvatarRGBA[i + 0] = oAvatarRGBA[i + 2];
} oAvatarRGBA[i + 2] = Temp;
}*/
uint32 Width = 0;
uint32 Height = 0; UTexture2D* Avatar = UTexture2D::CreateTransient(Width, Height, PF_R8G8B8A8);
// Switched to a Memcpy instead of byte by byte transer
if (SteamAPI_Init()) uint8* MipData = (uint8*)Avatar->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE);
{ FMemory::Memcpy(MipData, (void*)oAvatarRGBA, Height * Width * 4);
//Getting the PictureID from the SteamAPI and getting the Size with the ID Avatar->PlatformData->Mips[0].BulkData.Unlock();
//virtual bool RequestUserInformation( CSteamID steamIDUser, bool bRequireNameOnly ) = 0;
// Original implementation was missing this!!
// the hell man......
uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes()); delete[] oAvatarRGBA;
int Picture = 0;
//Setting some Parameters for the Texture and finally returning it
switch(AvatarSize) Avatar->PlatformData->NumSlices = 1;
{ Avatar->NeverStream = true;
case SteamAvatarSize::SteamAvatar_Small: Picture = SteamFriends()->GetSmallFriendAvatar(id); break; //Avatar->CompressionSettings = TC_EditorIcon;
case SteamAvatarSize::SteamAvatar_Medium: Picture = SteamFriends()->GetMediumFriendAvatar(id); break;
case SteamAvatarSize::SteamAvatar_Large: Picture = SteamFriends()->GetLargeFriendAvatar(id); break; Avatar->UpdateResource();
default: break;
} Result = EBlueprintAsyncResultSwitch::OnSuccess;
return Avatar;
if (Picture == -1) }
{ else
Result = EBlueprintAsyncResultSwitch::AsyncLoading; {
return NULL; UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("Bad Height / Width with steam avatar!"));
} }
SteamUtils()->GetImageSize(Picture, &Width, &Height); Result = EBlueprintAsyncResultSwitch::OnFailure;
return nullptr;
// STOLEN FROM ANSWERHUB :p, then fixed because answerhub wasn't releasing the memory O.o }
// Also fixed image pixel format and switched to a memcpy instead of manual iteration. #endif
// At some point I should probably reply to that answerhub post with these fixes to prevent people killing their games.....
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("STEAM Couldn't be verified as initialized"));
if (Width > 0 && Height > 0) Result = EBlueprintAsyncResultSwitch::OnFailure;
{ return nullptr;
//Creating the buffer "oAvatarRGBA" and then filling it with the RGBA Stream from the Steam Avatar
uint8 *oAvatarRGBA = new uint8[Width * Height * 4];
//Filling the buffer with the RGBA Stream from the Steam Avatar and creating a UTextur2D to parse the RGBA Steam in
SteamUtils()->GetImageRGBA(Picture, (uint8*)oAvatarRGBA, 4 * Height * Width * sizeof(char));
// Removed as I changed the image bit code to be RGB, I think the original author was unaware that there were different pixel formats
/*
//Swap R and B channels because for some reason the games whack
for (uint32 i = 0; i < (Width * Height * 4); i += 4)
{
uint8 Temp = oAvatarRGBA[i + 0];
oAvatarRGBA[i + 0] = oAvatarRGBA[i + 2];
oAvatarRGBA[i + 2] = Temp;
}*/
UTexture2D* Avatar = UTexture2D::CreateTransient(Width, Height, PF_R8G8B8A8);
// Switched to a Memcpy instead of byte by byte transer
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();
//Setting some Parameters for the Texture and finally returning it
PlatformData->SetNumSlices(1);
Avatar->NeverStream = true;
//Avatar->CompressionSettings = TC_EditorIcon;
}
// Free RGBA buffer regardless of whether it was used or not
delete[] oAvatarRGBA;
Avatar->UpdateResource();
Result = EBlueprintAsyncResultSwitch::OnSuccess;
return Avatar;
}
else
{
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("Bad Height / Width with steam avatar!"));
}
Result = EBlueprintAsyncResultSwitch::OnFailure;
return nullptr;
}
#endif
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("STEAM Couldn't be verified as initialized"));
Result = EBlueprintAsyncResultSwitch::OnFailure;
return nullptr;
}
bool UAdvancedSteamFriendsLibrary::InitTextFiltering()
{
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
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) && STEAM_SDK_INSTALLED
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());
}
int FilterCount = SteamUtils()->FilterText((ETextFilteringContext)Context, id, TCHAR_TO_ANSI(*TextToFilter), OutText, BufferLen);
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) && STEAM_SDK_INSTALLED
if (SteamAPI_Init())
{
return SteamUtils()->IsSteamInBigPictureMode();
}
#endif
return false;
} }

View File

@@ -1,12 +1,12 @@
//#include "StandAlonePrivatePCH.h" //#include "StandAlonePrivatePCH.h"
#include "AdvancedSteamSessions.h" #include "AdvancedSteamSessions.h"
void AdvancedSteamSessions::StartupModule() void AdvancedSteamSessions::StartupModule()
{ {
} }
void AdvancedSteamSessions::ShutdownModule() void AdvancedSteamSessions::ShutdownModule()
{ {
} }
IMPLEMENT_MODULE(AdvancedSteamSessions, AdvancedSteamSessions) IMPLEMENT_MODULE(AdvancedSteamSessions, AdvancedSteamSessions)

View File

@@ -1,69 +1,69 @@
// 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 "AdvancedSteamWorkshopLibrary.h" #include "AdvancedSteamWorkshopLibrary.h"
#include "OnlineSubSystemHeader.h" #include "OnlineSubSystemHeader.h"
//General Log //General Log
DEFINE_LOG_CATEGORY(AdvancedSteamWorkshopLog); DEFINE_LOG_CATEGORY(AdvancedSteamWorkshopLog);
void UAdvancedSteamWorkshopLibrary::GetNumSubscribedWorkshopItems(int32 & NumberOfItems) void UAdvancedSteamWorkshopLibrary::GetNumSubscribedWorkshopItems(int32 & NumberOfItems)
{ {
NumberOfItems = 0; NumberOfItems = 0;
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED #if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
if (SteamAPI_Init()) if (SteamAPI_Init())
{ {
NumberOfItems = SteamUGC()->GetNumSubscribedItems(); NumberOfItems = SteamUGC()->GetNumSubscribedItems();
return; return;
} }
else else
{ {
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"));
return; UE_LOG(AdvancedSteamWorkshopLog, Warning, TEXT("Error in GetNumSubscribedWorkshopItemCount : Called on an incompatible platform"));
#endif return;
} }
TArray<FBPSteamWorkshopID> UAdvancedSteamWorkshopLibrary::GetSubscribedWorkshopItems(int32 & NumberOfItems) TArray<FBPSteamWorkshopID> UAdvancedSteamWorkshopLibrary::GetSubscribedWorkshopItems(int32 & NumberOfItems)
{ {
TArray<FBPSteamWorkshopID> outArray; TArray<FBPSteamWorkshopID> outArray;
NumberOfItems = 0; NumberOfItems = 0;
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED #if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
if (SteamAPI_Init()) if (SteamAPI_Init())
{ {
uint32 NumItems = SteamUGC()->GetNumSubscribedItems(); uint32 NumItems = SteamUGC()->GetNumSubscribedItems();
if (NumItems == 0) if (NumItems == 0)
return outArray; return outArray;
// Not using the actual variable above in case someone somehow goes past int32 limits // Not using the actual variable above in case someone somehow goes past int32 limits
// Don't want to go negative on the iteration. // Don't want to go negative on the iteration.
NumberOfItems = NumItems; NumberOfItems = NumItems;
PublishedFileId_t *fileIds = new PublishedFileId_t[NumItems]; PublishedFileId_t *fileIds = new PublishedFileId_t[NumItems];
uint32 subItems = SteamUGC()->GetSubscribedItems(fileIds, NumItems); uint32 subItems = SteamUGC()->GetSubscribedItems(fileIds, NumItems);
for (uint32 i = 0; i < subItems; ++i) for (uint32 i = 0; i < subItems; ++i)
{ {
outArray.Add(FBPSteamWorkshopID(fileIds[i])); outArray.Add(FBPSteamWorkshopID(fileIds[i]));
} }
delete[] fileIds; delete[] fileIds;
return outArray; return outArray;
} }
else else
{ {
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"));
return outArray; UE_LOG(AdvancedSteamWorkshopLog, Warning, TEXT("Error in GetSubscribedWorkshopItemCount : Called on an incompatible platform"));
#endif return outArray;
} }

View File

@@ -1,13 +1,7 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. // Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "SteamRequestGroupOfficersCallbackProxy.h" #include "SteamRequestGroupOfficersCallbackProxy.h"
#include "Online/CoreOnline.h"
#include "AdvancedSteamFriendsLibrary.h"
#include "OnlineSubSystemHeader.h" #include "OnlineSubSystemHeader.h"
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
#include "steam/isteamfriends.h"
#endif
//#include "OnlineSubsystemSteamTypes.h"
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////
// UEndSessionCallbackProxy // UEndSessionCallbackProxy
@@ -17,9 +11,6 @@ USteamRequestGroupOfficersCallbackProxy::USteamRequestGroupOfficersCallbackProxy
{ {
} }
USteamRequestGroupOfficersCallbackProxy::~USteamRequestGroupOfficersCallbackProxy()
{
}
USteamRequestGroupOfficersCallbackProxy* USteamRequestGroupOfficersCallbackProxy::GetSteamGroupOfficerList(UObject* WorldContextObject, FBPUniqueNetId GroupUniqueNetID) USteamRequestGroupOfficersCallbackProxy* USteamRequestGroupOfficersCallbackProxy::GetSteamGroupOfficerList(UObject* WorldContextObject, FBPUniqueNetId GroupUniqueNetID)
{ {
@@ -30,13 +21,13 @@ USteamRequestGroupOfficersCallbackProxy* USteamRequestGroupOfficersCallbackProxy
} }
void USteamRequestGroupOfficersCallbackProxy::Activate() void USteamRequestGroupOfficersCallbackProxy::Activate()
{ {
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED #if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
if (SteamAPI_Init()) if (SteamAPI_Init())
{ {
uint64 id = *((uint64*)GroupUniqueID.UniqueNetId->GetBytes()); uint64 id = *((uint64*)GroupUniqueID.UniqueNetId->GetBytes());
SteamAPICall_t hSteamAPICall = SteamFriends()->RequestClanOfficerList(id); SteamAPICall_t hSteamAPICall = SteamFriends()->RequestClanOfficerList(id);
m_callResultGroupOfficerRequestDetails.Set(hSteamAPICall, this, &USteamRequestGroupOfficersCallbackProxy::OnRequestGroupOfficerDetails); m_callResultGroupOfficerRequestDetails.Set(hSteamAPICall, this, &USteamRequestGroupOfficersCallbackProxy::OnRequestGroupOfficerDetails);
return; return;
} }
@@ -45,77 +36,48 @@ void USteamRequestGroupOfficersCallbackProxy::Activate()
OnFailure.Broadcast(EmptyArray); OnFailure.Broadcast(EmptyArray);
} }
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED void USteamRequestGroupOfficersCallbackProxy::OnRequestGroupOfficerDetails(ClanOfficerListResponse_t *pResult, bool bIOFailure)
void USteamRequestGroupOfficersCallbackProxy::OnRequestGroupOfficerDetails(ClanOfficerListResponse_t *pResult, bool bIOFailure) {
{ TArray<FBPSteamGroupOfficer> OfficerArray;
TArray<FBPSteamGroupOfficer> OfficerArray;
#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
//FOnlineSubsystemSteam* SteamSubsystem = (FOnlineSubsystemSteam*)(IOnlineSubsystem::Get(STEAM_SUBSYSTEM));
if (bIOFailure || !pResult || !pResult->m_bSuccess)
if (bIOFailure || !pResult || !pResult->m_bSuccess) {
{ OnFailure.Broadcast(OfficerArray);
//if (SteamSubsystem != nullptr) return;
{ }
// SteamSubsystem->ExecuteNextTick([this]()
//{ if (SteamAPI_Init())
TArray<FBPSteamGroupOfficer> FailureArray; {
OnFailure.Broadcast(FailureArray); uint64 id = *((uint64*)GroupUniqueID.UniqueNetId->GetBytes());
//});
} FBPSteamGroupOfficer Officer;
//OnFailure.Broadcast(OfficerArray); CSteamID ClanOwner = SteamFriends()->GetClanOwner(id);
return;
} Officer.bIsOwner = true;
if (SteamAPI_Init()) TSharedPtr<const FUniqueNetId> ValueID(new const FUniqueNetIdSteam(ClanOwner));
{ Officer.OfficerUniqueNetID.SetUniqueNetId(ValueID);
uint64 id = *((uint64*)GroupUniqueID.UniqueNetId->GetBytes()); OfficerArray.Add(Officer);
FBPSteamGroupOfficer Officer; for (int i = 0; i < pResult->m_cOfficers; i++)
CSteamID ClanOwner = SteamFriends()->GetClanOwner(id); {
CSteamID OfficerSteamID = SteamFriends()->GetClanOfficerByIndex(id, i);
Officer.bIsOwner = true;
Officer.bIsOwner = false;
TSharedPtr<const FUniqueNetId> ValueID(new const FUniqueNetIdSteam2(ClanOwner));
Officer.OfficerUniqueNetID.SetUniqueNetId(ValueID); TSharedPtr<const FUniqueNetId> newValueID(new const FUniqueNetIdSteam(OfficerSteamID));
OfficerArray.Add(Officer); Officer.OfficerUniqueNetID.SetUniqueNetId(newValueID);
for (int i = 0; i < pResult->m_cOfficers; i++) OfficerArray.Add(Officer);
{ }
CSteamID OfficerSteamID = SteamFriends()->GetClanOfficerByIndex(id, i);
OnSuccess.Broadcast(OfficerArray);
Officer.bIsOwner = false; return;
}
TSharedPtr<const FUniqueNetId> newValueID(new const FUniqueNetIdSteam2(OfficerSteamID)); #endif
Officer.OfficerUniqueNetID.SetUniqueNetId(newValueID);
OnFailure.Broadcast(OfficerArray);
OfficerArray.Add(Officer);
}
//if (SteamSubsystem != nullptr)
//{
//SteamSubsystem->ExecuteNextTick([OfficerArray, this]()
//{
OnSuccess.Broadcast(OfficerArray);
//});
//}
//OnSuccess.Broadcast(OfficerArray);
return;
}
else
{
//if (SteamSubsystem != nullptr)
{
//SteamSubsystem->ExecuteNextTick([this]()
//{
TArray<FBPSteamGroupOfficer> FailureArray;
OnFailure.Broadcast(FailureArray);
//});
}
}
// Should never hit this anyway
//OnFailure.Broadcast(OfficerArray);
} }
#endif

View File

@@ -2,9 +2,6 @@
#include "SteamWSRequestUGCDetailsCallbackProxy.h" #include "SteamWSRequestUGCDetailsCallbackProxy.h"
#include "OnlineSubSystemHeader.h" #include "OnlineSubSystemHeader.h"
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
#include "steam/isteamugc.h"
#endif
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////
// UEndSessionCallbackProxy // UEndSessionCallbackProxy
@@ -24,13 +21,13 @@ USteamWSRequestUGCDetailsCallbackProxy* USteamWSRequestUGCDetailsCallbackProxy::
} }
void USteamWSRequestUGCDetailsCallbackProxy::Activate() void USteamWSRequestUGCDetailsCallbackProxy::Activate()
{ {
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED #if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
if (SteamAPI_Init()) if (SteamAPI_Init())
{ {
// #TODO: Support arrays instead in the future? // #TODO: Support arrays instead in the future?
UGCQueryHandle_t hQueryHandle = SteamUGC()->CreateQueryUGCDetailsRequest((PublishedFileId_t *)&WorkShopID.SteamWorkshopID, 1); UGCQueryHandle_t hQueryHandle = SteamUGC()->CreateQueryUGCDetailsRequest((PublishedFileId_t *)&WorkShopID.SteamWorkshopID, 1);
// #TODO: add search settings here by calling into the handle? // #TODO: add search settings here by calling into the handle?
SteamAPICall_t hSteamAPICall = SteamUGC()->SendQueryUGCRequest(hQueryHandle); SteamAPICall_t hSteamAPICall = SteamUGC()->SendQueryUGCRequest(hQueryHandle);
// Need to release the query // Need to release the query
@@ -49,53 +46,26 @@ void USteamWSRequestUGCDetailsCallbackProxy::Activate()
OnFailure.Broadcast(FBPSteamWorkshopItemDetails()); OnFailure.Broadcast(FBPSteamWorkshopItemDetails());
} }
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED void USteamWSRequestUGCDetailsCallbackProxy::OnUGCRequestUGCDetails(SteamUGCQueryCompleted_t *pResult, bool bIOFailure)
void USteamWSRequestUGCDetailsCallbackProxy::OnUGCRequestUGCDetails(SteamUGCQueryCompleted_t *pResult, bool bIOFailure) {
{ #if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
//FOnlineSubsystemSteam* SteamSubsystem = (FOnlineSubsystemSteam*)(IOnlineSubsystem::Get(STEAM_SUBSYSTEM));
if (bIOFailure || !pResult || pResult->m_unNumResultsReturned <= 0)
if (bIOFailure || !pResult || pResult->m_unNumResultsReturned <= 0) {
{ OnFailure.Broadcast(FBPSteamWorkshopItemDetails());
//if (SteamSubsystem != nullptr) return;
{ }
// SteamSubsystem->ExecuteNextTick([this]() if (SteamAPI_Init())
//{ {
OnFailure.Broadcast(FBPSteamWorkshopItemDetails()); SteamUGCDetails_t Details;
//}); if (SteamUGC()->GetQueryUGCResult(pResult->m_handle, 0, &Details))
} {
//OnFailure.Broadcast(FBPSteamWorkshopItemDetails()); OnSuccess.Broadcast(FBPSteamWorkshopItemDetails(Details));
return; return;
} }
if (SteamAPI_Init()) }
{ #endif
SteamUGCDetails_t Details;
if (SteamUGC()->GetQueryUGCResult(pResult->m_handle, 0, &Details)) OnFailure.Broadcast(FBPSteamWorkshopItemDetails());
{
//if (SteamSubsystem != nullptr)
{
//SteamSubsystem->ExecuteNextTick([Details, this]()
//{
OnSuccess.Broadcast(FBPSteamWorkshopItemDetails(Details));
//});
}
//OnSuccess.Broadcast(FBPSteamWorkshopItemDetails(Details));
return;
}
}
else
{
//if (SteamSubsystem != nullptr)
{
//SteamSubsystem->ExecuteNextTick([this]()
//{
OnFailure.Broadcast(FBPSteamWorkshopItemDetails());
//});
}
}
// Not needed, should never hit here
//OnFailure.Broadcast(FBPSteamWorkshopItemDetails());
} }
#endif

View File

@@ -1,19 +1,19 @@
Copyright Joshua Statzer Copyright Joshua Statzer
Permission is hereby granted, free of charge, to any person obtaining a copy Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions: furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software. copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE. SOFTWARE.

View File

@@ -1,7 +1 @@
### How do I use it? ### Readme and documentation will be worked on soon
**KantanDocGen Automatic Documentation ([KantanDocGen](http://kantandev.com/free/kantan-doc-gen))**
**[AdvancedSessions](https://vreue4.com/generated-node-documentation?section=advanced-sessions-plugin)**
**[AdvancedSteamSessions](https://vreue4.com/generated-node-documentation?section=advanced-steam-sessions-plugin)**