Files
AdvancedSessionsPlugin/Source/AdvancedSessions/Classes/FindSessionsCallbackProxyAdvanced.h
mordentral de94bf6648 Fixed AllServers enum option when Finding servers, now searches twice, once for clients, once for dedicated servers.
This is because Steam splits the two queries up and doesn't allow combining them.


Added initial Workshop Items support for viewing subscribed items details and information.


Former-commit-id: 3153b6dbabf811e864a16408e816df5a03f5c0a3
2017-02-24 12:19:27 -05:00

99 lines
3.7 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "OnlineSessionInterface.h"
#include "OnlineSubSystemHeader.h"
#include "FindSessionsCallbackProxy.h"
#include "FindSessionsCallbackProxyAdvanced.generated.h"
UCLASS(MinimalAPI)
class UFindSessionsCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
{
GENERATED_UCLASS_BODY()
// Called when there is a successful query
UPROPERTY(BlueprintAssignable)
FBlueprintFindSessionsResultDelegate OnSuccess;
// Called when there is an unsuccessful query
UPROPERTY(BlueprintAssignable)
FBlueprintFindSessionsResultDelegate OnFailure;
// 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")
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);
// Filters an array of session results by the given search parameters, returns a new array with the filtered results
UFUNCTION(BluePrintCallable, meta = (Category = "Online|AdvancedSessions"))
static void FilterSessionResults(const TArray<FBlueprintSessionResult> &SessionResults, const TArray<FSessionsSearchSetting> &Filters, TArray<FBlueprintSessionResult> &FilteredResults);
// Removed, the default built in versions work fine in the normal FindSessionsCallbackProxy
/*UFUNCTION(BlueprintPure, Category = "Online|Session")
static int32 GetPingInMs(const FBlueprintSessionResult& Result);
UFUNCTION(BlueprintPure, Category = "Online|Session")
static FString GetServerName(const FBlueprintSessionResult& Result);
UFUNCTION(BlueprintPure, Category = "Online|Session")
static int32 GetCurrentPlayers(const FBlueprintSessionResult& Result);
UFUNCTION(BlueprintPure, Category = "Online|Session")
static int32 GetMaxPlayers(const FBlueprintSessionResult& Result);*/
// UOnlineBlueprintCallProxyBase interface
virtual void Activate() override;
// End of UOnlineBlueprintCallProxyBase interface
private:
// Internal callback when the session search completes, calls out to the public success/failure callbacks
void OnCompleted(bool bSuccess);
bool bRunSecondSearch;
TArray<FBlueprintSessionResult> SessionSearchResults;
private:
// The player controller triggering things
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
// The delegate executed by the online subsystem
FOnFindSessionsCompleteDelegate Delegate;
// Handle to the registered OnFindSessionsComplete delegate
FDelegateHandle DelegateHandle;
// Object to track search results
TSharedPtr<FOnlineSessionSearch> SearchObject;
TSharedPtr<FOnlineSessionSearch> SearchObjectDedicated;
// Whether or not to search LAN
bool bUseLAN;
// Whether or not to search for dedicated servers
EBPServerPresenceSearchType ServerSearchType;
// Maximum number of results to return
int MaxResults;
// Store extra settings
TArray<FSessionsSearchSetting> SearchSettings;
// Search for empty servers only
bool bEmptyServersOnly;
// Search for non empty servers only
bool bNonEmptyServersOnly;
// Search for secure servers only
bool bSecureServersOnly;
// Min slots requires to search
int MinSlotsAvailable;
// The world context object in which this call is taking place
UObject* WorldContextObject;
};