mirror of
https://github.com/mordentral/AdvancedSessionsPlugin.git
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64 lines
2.1 KiB
C++
64 lines
2.1 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "OnlineSubSystemHeader.h"
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#include "UpdateSessionCallbackProxyAdvanced.generated.h"
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UCLASS(MinimalAPI)
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class UUpdateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
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{
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GENERATED_UCLASS_BODY()
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// Called when the session was updated successfully
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UPROPERTY(BlueprintAssignable)
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FEmptyOnlineDelegate OnSuccess;
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// Called when there was an error updating the session
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UPROPERTY(BlueprintAssignable)
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FEmptyOnlineDelegate OnFailure;
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// Creates a session with the default online subsystem with advanced optional inputs
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UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject",AutoCreateRefTerm="ExtraSettings"), Category = "Online|AdvancedSessions")
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static UUpdateSessionCallbackProxyAdvanced* UpdateSession(UObject* WorldContextObject, int32 PublicConnections, bool bUseLAN, bool bAllowInvites, bool bAllowJoinInProgress, const TArray<FSessionPropertyKeyPair> &ExtraSettings, bool bRefreshOnlineData = true, bool bIsDedicatedServer = false);
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// UOnlineBlueprintCallProxyBase interface
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virtual void Activate() override;
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// End of UOnlineBlueprintCallProxyBase interface
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private:
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// Internal callback when session creation completes, calls StartSession
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void OnUpdateCompleted(FName SessionName, bool bWasSuccessful);
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// The delegate executed by the online subsystem
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FOnUpdateSessionCompleteDelegate OnUpdateSessionCompleteDelegate;
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// Handles to the registered delegates above
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FDelegateHandle OnUpdateSessionCompleteDelegateHandle;
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// Number of public connections
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int NumPublicConnections;
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// Whether or not to search LAN
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bool bUseLAN;
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// Whether or not to allow invites
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bool bAllowInvites;
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// Store extra settings
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TArray<FSessionPropertyKeyPair> ExtraSettings;
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// Whether to update the online data
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bool bRefreshOnlineData;
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// Allow joining in progress
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bool bAllowJoinInProgress;
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// Update whether this is a dedicated server or not
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bool bDedicatedServer;
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// The world context object in which this call is taking place
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UObject* WorldContextObject;
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};
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