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https://github.com/mordentral/AdvancedSessionsPlugin.git
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5.4-Locked
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@@ -1,8 +1,8 @@
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{
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"FileVersion": 3,
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"FriendlyName": "Advanced Sessions",
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"Version": 5.5,
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"VersionName": "5.5",
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"Version": 5.4,
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"VersionName": "5.4",
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"Description": "Adds new blueprint functions to handle more advanced session operations.",
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"Category": "Advanced Sessions Plugin",
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"CreatedBy": "Joshua Statzer",
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@@ -5,9 +5,6 @@ public class AdvancedSessions : ModuleRules
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{
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public AdvancedSessions(ReadOnlyTargetRules Target) : base(Target)
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{
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DefaultBuildSettings = BuildSettingsVersion.Latest;
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IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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//bEnforceIWYU = true;
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@@ -23,14 +23,14 @@ class UCreateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
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* Creates a session with the default online subsystem with advanced optional inputs, for dedicated servers leave UsePresence as false and set IsDedicatedServer to true. Dedicated servers don't use presence.
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* @param PublicConnections When doing a 'listen' server, this must be >=2 (ListenServer itself counts as a connection)
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* @param bUseLAN When you want to play LAN, the level to play on must be loaded with option 'bIsLanMatch'
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* @param bUsePresence Must be true for a 'listen' server (Map must be loaded with option 'listen'), false for a 'dedicated' server.
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* @param bUseLobbiesIfAvailable Used to flag the subsystem to use a lobby api instead of general hosting if the API supports it, generally true on steam for listen servers and false for dedicated
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* Must be true for a 'listen' server (Map must be loaded with option 'listen'), false for a 'dedicated' server.
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* @param bShouldAdvertise Set to true when the OnlineSubsystem should list your server when someone is searching for servers. Otherwise the server is hidden and only join via invite is possible.
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* @param bUseLobbiesVoiceChatIfAvailable Set to true to setup voice chat lobbies if the API supports it
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* @param bStartAfterCreate Set to true to start the session after it's created. If false you need to manually call StartSession when ready.
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*/
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UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject",AutoCreateRefTerm="ExtraSettings"), Category = "Online|AdvancedSessions")
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static UCreateSessionCallbackProxyAdvanced* CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair>& ExtraSettings, class APlayerController* PlayerController = NULL, int32 PublicConnections = 100, int32 PrivateConnections = 0, bool bUseLAN = false, bool bAllowInvites = true, bool bIsDedicatedServer = false, /*bool bUsePresence = true,*/ bool bUseLobbiesIfAvailable = true, bool bAllowJoinViaPresence = true, bool bAllowJoinViaPresenceFriendsOnly = false, bool bAntiCheatProtected = false, bool bUsesStats = false, bool bShouldAdvertise = true, bool bUseLobbiesVoiceChatIfAvailable = false, bool bStartAfterCreate = true);
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static UCreateSessionCallbackProxyAdvanced* CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair>& ExtraSettings, class APlayerController* PlayerController = NULL, int32 PublicConnections = 100, int32 PrivateConnections = 0, bool bUseLAN = false, bool bAllowInvites = true, bool bIsDedicatedServer = false, bool bUsePresence = true, bool bUseLobbiesIfAvailable = true, bool bAllowJoinViaPresence = true, bool bAllowJoinViaPresenceFriendsOnly = false, bool bAntiCheatProtected = false, bool bUsesStats = false, bool bShouldAdvertise = true, bool bUseLobbiesVoiceChatIfAvailable = false, bool bStartAfterCreate = true);
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// UOnlineBlueprintCallProxyBase interface
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virtual void Activate() override;
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@@ -28,7 +28,7 @@ class UFindSessionsCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
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// Searches for advertised sessions with the default online subsystem and includes an array of filters
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UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true", WorldContext = "WorldContextObject", AutoCreateRefTerm="Filters"), Category = "Online|AdvancedSessions")
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static UFindSessionsCallbackProxyAdvanced* FindSessionsAdvanced(UObject* WorldContextObject, class APlayerController* PlayerController, int32 MaxResults, bool bUseLAN, EBPServerPresenceSearchType ServerTypeToSearch, const TArray<FSessionsSearchSetting> &Filters, bool bEmptyServersOnly = false, bool bNonEmptyServersOnly = false, bool bSecureServersOnly = false, /*bool bSearchLobbies = true,*/ int MinSlotsAvailable = 0);
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static UFindSessionsCallbackProxyAdvanced* FindSessionsAdvanced(UObject* WorldContextObject, class APlayerController* PlayerController, int32 MaxResults, bool bUseLAN, EBPServerPresenceSearchType ServerTypeToSearch, const TArray<FSessionsSearchSetting> &Filters, bool bEmptyServersOnly = false, bool bNonEmptyServersOnly = false, bool bSecureServersOnly = false, bool bSearchLobbies = true, int MinSlotsAvailable = 0);
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static bool CompareVariants(const FVariantData &A, const FVariantData &B, EOnlineComparisonOpRedux Comparator);
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@@ -99,7 +99,7 @@ private:
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bool bSecureServersOnly;
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// Search through lobbies
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//bool bSearchLobbies;
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bool bSearchLobbies;
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// Min slots requires to search
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int MinSlotsAvailable;
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@@ -27,20 +27,9 @@ void UAdvancedFriendsGameInstance::OnSessionUserInviteAccepted(const bool bWasSu
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{
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SessionInterface->ClearOnJoinSessionCompleteDelegate_Handle(OnJoinSessionCompleteDelegateHandle);
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OnJoinSessionCompleteDelegateHandle = SessionInterface->AddOnJoinSessionCompleteDelegate_Handle(
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FOnJoinSessionCompleteDelegate::CreateUObject(this, &UAdvancedFriendsGameInstance::OnJoinSessionComplete));
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FOnJoinSessionCompleteDelegate::CreateUObject(this, &UAdvancedFriendsGameInstance::OnJoinSessionComplete));
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// Temp for 5.5, they aren't filling in the struct correctly
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if (!InviteResult.Session.SessionSettings.bIsDedicated)
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{
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FOnlineSessionSearchResult ModResult = InviteResult;
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ModResult.Session.SessionSettings.bUsesPresence = true;
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ModResult.Session.SessionSettings.bUseLobbiesIfAvailable = true;
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SessionInterface->JoinSession(0, NAME_GameSession, ModResult);
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}
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else
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{
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SessionInterface->JoinSession(0, NAME_GameSession, InviteResult);
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}
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SessionInterface->JoinSession(0, NAME_GameSession, InviteResult);
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}
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UE_LOG(AdvancedFriendsInterfaceLog, Log, TEXT("Called Join Session for Steam Friends List UI InviteResults: %s, UserId: %s"), *InviteResult.GetSessionIdStr(), *UserId->ToString());
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}
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@@ -324,13 +313,6 @@ void UAdvancedFriendsGameInstance::OnSessionInviteReceivedMaster(const FUniqueNe
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}
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}
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// Temp for 5.5, they aren't filling in the struct correctly
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if (!BluePrintResult.OnlineResult.Session.SessionSettings.bIsDedicated)
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{
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BluePrintResult.OnlineResult.Session.SessionSettings.bUsesPresence = true;
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BluePrintResult.OnlineResult.Session.SessionSettings.bUseLobbiesIfAvailable = true;
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}
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OnSessionInviteReceived(LocalPlayer, PInviting, AppId, BluePrintResult);
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//IAdvancedFriendsInterface* TheInterface = NULL;
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@@ -367,13 +349,6 @@ void UAdvancedFriendsGameInstance::OnSessionInviteAcceptedMaster(const bool bWas
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FBPUniqueNetId PInvited;
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PInvited.SetUniqueNetId(PersonInvited);
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// Temp for 5.5, they aren't filling in the struct correctly
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if (!BluePrintResult.OnlineResult.Session.SessionSettings.bIsDedicated)
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{
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BluePrintResult.OnlineResult.Session.SessionSettings.bUsesPresence = true;
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BluePrintResult.OnlineResult.Session.SessionSettings.bUseLobbiesIfAvailable = true;
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}
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OnSessionInviteAccepted(LocalPlayer,PInvited, BluePrintResult);
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APlayerController* Player = UGameplayStatics::GetPlayerController(GetWorld(), LocalPlayer);
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@@ -13,7 +13,7 @@ UCreateSessionCallbackProxyAdvanced::UCreateSessionCallbackProxyAdvanced(const F
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{
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}
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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)
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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)
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{
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UCreateSessionCallbackProxyAdvanced* Proxy = NewObject<UCreateSessionCallbackProxyAdvanced>();
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Proxy->PlayerControllerWeakPtr = PlayerController;
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@@ -24,7 +24,7 @@ UCreateSessionCallbackProxyAdvanced* UCreateSessionCallbackProxyAdvanced::Create
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Proxy->bAllowInvites = bAllowInvites;
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Proxy->ExtraSettings = ExtraSettings;
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Proxy->bDedicatedServer = bIsDedicatedServer;
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/*Proxy->bUsePresence = bUsePresence;*/
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Proxy->bUsePresence = bUsePresence;
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Proxy->bUseLobbiesIfAvailable = bUseLobbiesIfAvailable;
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Proxy->bAllowJoinViaPresence = bAllowJoinViaPresence;
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Proxy->bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
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@@ -61,13 +61,13 @@ void UCreateSessionCallbackProxyAdvanced::Activate()
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if (bDedicatedServer)
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{
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Settings.bUseLobbiesIfAvailable = false;
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Settings.bUsesPresence = false;
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Settings.bUseLobbiesIfAvailable = false;
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}
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else
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{
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Settings.bUsesPresence = bUsePresence;
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Settings.bUseLobbiesIfAvailable = bUseLobbiesIfAvailable;
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Settings.bUsesPresence = bUseLobbiesIfAvailable;
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}
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Settings.bUseLobbiesVoiceChatIfAvailable = bUseLobbiesIfAvailable ? bUseLobbiesVoiceChatIfAvailable : false;
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@@ -102,14 +102,6 @@ void UFindFriendSessionCallbackProxy::OnFindFriendSessionCompleted(int32 LocalPl
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{
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FBlueprintSessionResult BSesh;
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BSesh.OnlineResult = Sesh;
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// Temp for 5.5, force the values if epic isn't setting them, lobbies should always have these true
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if (!BSesh.OnlineResult.Session.SessionSettings.bIsDedicated)
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{
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BSesh.OnlineResult.Session.SessionSettings.bUseLobbiesIfAvailable = true;
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BSesh.OnlineResult.Session.SessionSettings.bUsesPresence = true;
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}
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Result.Add(BSesh);
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}
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}
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@@ -16,7 +16,7 @@ UFindSessionsCallbackProxyAdvanced::UFindSessionsCallbackProxyAdvanced(const FOb
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bIsOnSecondSearch = false;
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}
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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)
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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)
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{
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UFindSessionsCallbackProxyAdvanced* Proxy = NewObject<UFindSessionsCallbackProxyAdvanced>();
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Proxy->PlayerControllerWeakPtr = PlayerController;
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@@ -28,7 +28,7 @@ UFindSessionsCallbackProxyAdvanced* UFindSessionsCallbackProxyAdvanced::FindSess
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Proxy->bEmptyServersOnly = bEmptyServersOnly,
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Proxy->bNonEmptyServersOnly = bNonEmptyServersOnly;
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Proxy->bSecureServersOnly = bSecureServersOnly;
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//Proxy->bSearchLobbies = bSearchLobbies;
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Proxy->bSearchLobbies = bSearchLobbies;
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Proxy->MinSlotsAvailable = MinSlotsAvailable;
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return Proxy;
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}
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@@ -86,6 +86,7 @@ void UFindSessionsCallbackProxyAdvanced::Activate()
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/** #define SEARCH_SWITCH_SELECTION_METHOD FName(TEXT("SWITCHSELECTIONMETHOD"))*/
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/** Whether to use lobbies vs sessions */
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/** #define SEARCH_LOBBIES FName(TEXT("LOBBYSEARCH"))*/
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if (bEmptyServersOnly)
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tem.Set(SEARCH_EMPTY_SERVERS_ONLY, true, EOnlineComparisonOp::Equals);
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@@ -113,9 +114,9 @@ void UFindSessionsCallbackProxyAdvanced::Activate()
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case EBPServerPresenceSearchType::ClientServersOnly:
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{
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//tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
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tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
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//if (bSearchLobbies)// && !IOnlineSubsystem::DoesInstanceExist("STEAM"))
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if (bSearchLobbies && !IOnlineSubsystem::DoesInstanceExist("STEAM"))
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tem.Set(SEARCH_LOBBIES, true, EOnlineComparisonOp::Equals);
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}
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break;
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@@ -139,9 +140,9 @@ void UFindSessionsCallbackProxyAdvanced::Activate()
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FOnlineSearchSettingsEx DedicatedOnly = tem;
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//tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
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tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
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//if (bSearchLobbies)// && !IOnlineSubsystem::DoesInstanceExist("STEAM"))
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if (bSearchLobbies && !IOnlineSubsystem::DoesInstanceExist("STEAM"))
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tem.Set(SEARCH_LOBBIES, true, EOnlineComparisonOp::Equals);
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//DedicatedOnly.Set(SEARCH_DEDICATED_ONLY, true, EOnlineComparisonOp::Equals);
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@@ -224,14 +225,6 @@ void UFindSessionsCallbackProxyAdvanced::OnCompleted(bool bSuccess)
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FBlueprintSessionResult BPResult;
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BPResult.OnlineResult = Result;
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// Temp for 5.5, force the values if epic isn't setting them, lobbies should always have these true
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if (ServerSearchType != EBPServerPresenceSearchType::DedicatedServersOnly )
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{
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BPResult.OnlineResult.Session.SessionSettings.bUseLobbiesIfAvailable = true;
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BPResult.OnlineResult.Session.SessionSettings.bUsesPresence = true;
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}
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SessionSearchResults.AddUnique(BPResult);
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}
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if (!bRunSecondSearch)
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@@ -14,7 +14,7 @@
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{
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"Name": "AdvancedSteamSessions",
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"Type": "RunTime",
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"LoadingPhase": "PostDefault"
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"LoadingPhase": "Default"
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}
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],
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"Plugins": [
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@@ -5,9 +5,6 @@ public class AdvancedSteamSessions : ModuleRules
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{
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public AdvancedSteamSessions(ReadOnlyTargetRules Target) : base(Target)
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{
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DefaultBuildSettings = BuildSettingsVersion.Latest;
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IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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//bEnforceIWYU = true;
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@@ -19,7 +16,6 @@ public class AdvancedSteamSessions : ModuleRules
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if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Linux) || (Target.Platform == UnrealTargetPlatform.Mac))
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{
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PublicDependencyModuleNames.AddRange(new string[] { "SteamShared", "Steamworks", "OnlineSubsystemSteam" });
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AddEngineThirdPartyPrivateStaticDependencies(Target, "Steamworks");
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//PublicIncludePaths.AddRange(new string[] { "../Plugins/Online/OnlineSubsystemSteam/Source/Private" });// This is dumb but it isn't very open
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}
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}
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