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https://github.com/mordentral/AdvancedSessionsPlugin.git
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5 Commits
master
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5.5-Locked
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68ba1f51ae | ||
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ca9797b112 | ||
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a6f91c874c | ||
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81d17ad107 | ||
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24b39f20e7 |
@@ -1,8 +1,8 @@
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{
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{
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"FileVersion": 3,
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"FileVersion": 3,
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"FriendlyName": "Advanced Sessions",
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"FriendlyName": "Advanced Sessions",
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"Version": 5.7,
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"Version": 5.5,
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"VersionName": "5.7",
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"VersionName": "5.5",
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"Description": "Adds new blueprint functions to handle more advanced session operations.",
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"Description": "Adds new blueprint functions to handle more advanced session operations.",
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"Category": "Advanced Sessions Plugin",
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"Category": "Advanced Sessions Plugin",
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"CreatedBy": "Joshua Statzer",
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"CreatedBy": "Joshua Statzer",
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@@ -5,9 +5,6 @@ public class AdvancedSessions : ModuleRules
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{
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{
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public AdvancedSessions(ReadOnlyTargetRules Target) : base(Target)
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public AdvancedSessions(ReadOnlyTargetRules Target) : base(Target)
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{
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{
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DefaultBuildSettings = BuildSettingsVersion.Latest;
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IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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//bEnforceIWYU = true;
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//bEnforceIWYU = true;
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@@ -44,15 +44,10 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedVoiceInterface)
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedVoiceInterface)
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bool bEnableTalkingStatusDelegate;
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bool bEnableTalkingStatusDelegate;
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// If true we will auto join a session we have accepted in the overlay.
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// This can get in the way of Beacon Sessions, you may want to disable it.
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
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bool bAutoJoinSessionOnAcceptedUserInviteReceived = false;
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// If true we will auto travel to a game session when an invite is received.
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// If true we will auto travel to a game session when an invite is received.
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// This can get in the way of Beacon Sessions, you may want to disable it.
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// This can get in the way of Beacon Sessions, you may want to disable it.
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
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bool bAutoTravelOnAcceptedUserInviteReceived = false;
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bool bAutoTravelOnAcceptedUserInviteReceived = true;
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//virtual void PostLoad() override;
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//virtual void PostLoad() override;
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virtual void Shutdown() override;
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virtual void Shutdown() override;
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@@ -22,15 +22,9 @@ UAdvancedFriendsGameInstance::UAdvancedFriendsGameInstance(const FObjectInitiali
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void UAdvancedFriendsGameInstance::OnSessionUserInviteAccepted(const bool bWasSuccessful, const int32 ControllerId, FUniqueNetIdPtr UserId, const FOnlineSessionSearchResult& InviteResult)
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void UAdvancedFriendsGameInstance::OnSessionUserInviteAccepted(const bool bWasSuccessful, const int32 ControllerId, FUniqueNetIdPtr UserId, const FOnlineSessionSearchResult& InviteResult)
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{
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{
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if (!bAutoJoinSessionOnAcceptedUserInviteReceived)
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return;
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IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(GetWorld());
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IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(GetWorld());
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if (SessionInterface.IsValid())
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if (SessionInterface.IsValid())
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{
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{
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// Eventually call this?, would need another call back to run through
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//SessionInterface->DestroySession(NAME_GameSession);
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SessionInterface->ClearOnJoinSessionCompleteDelegate_Handle(OnJoinSessionCompleteDelegateHandle);
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SessionInterface->ClearOnJoinSessionCompleteDelegate_Handle(OnJoinSessionCompleteDelegateHandle);
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OnJoinSessionCompleteDelegateHandle = SessionInterface->AddOnJoinSessionCompleteDelegate_Handle(
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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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@@ -151,9 +151,7 @@ void UAdvancedFriendsLibrary::GetFriend(APlayerController *PlayerController, con
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Friend.PresenceInfo.bIsPlaying = pres.bIsPlaying;
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Friend.PresenceInfo.bIsPlaying = pres.bIsPlaying;
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Friend.PresenceInfo.bIsPlayingThisGame = pres.bIsPlayingThisGame;
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Friend.PresenceInfo.bIsPlayingThisGame = pres.bIsPlayingThisGame;
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Friend.PresenceInfo.PresenceState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
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Friend.PresenceInfo.PresenceState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
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// #TODO: Check back in on this in shipping, epic is missing the UTF8_TO_TCHAR call on converting this and its making an invalid string
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// #TODO: Check back in on this in shipping, epic is missing the UTF8_TO_TCHAR call on converting this and its making an invalid string
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// OnlineFriendPresenceInterfaceSteam has the issue
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//Friend.PresenceInfo.StatusString = pres.Status.StatusStr;
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//Friend.PresenceInfo.StatusString = pres.Status.StatusStr;
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}
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}
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}
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}
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@@ -268,7 +266,6 @@ void UAdvancedFriendsLibrary::GetStoredFriendsList(APlayerController *PlayerCont
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BPF.PresenceInfo.bIsPlaying = pres.bIsPlaying;
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BPF.PresenceInfo.bIsPlaying = pres.bIsPlaying;
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BPF.PresenceInfo.PresenceState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
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BPF.PresenceInfo.PresenceState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
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// #TODO: Check back in on this in shipping, epic is missing the UTF8_TO_TCHAR call on converting this and its making an invalid string
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// #TODO: Check back in on this in shipping, epic is missing the UTF8_TO_TCHAR call on converting this and its making an invalid string
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// OnlineFriendPresenceInterfaceSteam has the issue
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//BPF.PresenceInfo.StatusString = pres.Status.StatusStr;
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//BPF.PresenceInfo.StatusString = pres.Status.StatusStr;
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BPF.PresenceInfo.bIsJoinable = pres.bIsJoinable;
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BPF.PresenceInfo.bIsJoinable = pres.bIsJoinable;
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BPF.PresenceInfo.bIsPlayingThisGame = pres.bIsPlayingThisGame;
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BPF.PresenceInfo.bIsPlayingThisGame = pres.bIsPlayingThisGame;
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@@ -2,8 +2,8 @@
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"FileVersion" : 3,
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"FileVersion" : 3,
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"FriendlyName" : "Advanced Steam Sessions",
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"FriendlyName" : "Advanced Steam Sessions",
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"Version" : 5.7,
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"Version" : 5.4,
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"VersionName": "5.7",
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"VersionName": "5.4",
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"Description" : "Adds new blueprint functions to handle more advanced session operations in Steam. REQUIRES ADVANCED SESSIONS",
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"Description" : "Adds new blueprint functions to handle more advanced session operations in Steam. REQUIRES ADVANCED SESSIONS",
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"Category" : "Advanced Sessions Plugin",
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"Category" : "Advanced Sessions Plugin",
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"CreatedBy" : "Joshua Statzer",
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"CreatedBy" : "Joshua Statzer",
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@@ -5,9 +5,6 @@ public class AdvancedSteamSessions : ModuleRules
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{
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{
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public AdvancedSteamSessions(ReadOnlyTargetRules Target) : base(Target)
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public AdvancedSteamSessions(ReadOnlyTargetRules Target) : base(Target)
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{
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{
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DefaultBuildSettings = BuildSettingsVersion.Latest;
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IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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//bEnforceIWYU = true;
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//bEnforceIWYU = true;
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@@ -42,7 +42,7 @@ MSVC_PRAGMA(warning(pop))
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#endif // USING_CODE_ANALYSIS
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#endif // USING_CODE_ANALYSIS
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#include <steam/isteamapps.h>
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#include <steam/isteamapps.h>
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//#include <steam/isteamapplist.h>
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#include <steam/isteamapplist.h>
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//#include <OnlineSubsystemSteamTypes.h>
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//#include <OnlineSubsystemSteamTypes.h>
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#pragma pop_macro("ARRAY_COUNT")
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#pragma pop_macro("ARRAY_COUNT")
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