mirror of
https://github.com/mordentral/AdvancedSessionsPlugin.git
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50 lines
2.0 KiB
C++
50 lines
2.0 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 "GetRecentPlayersCallbackProxy.generated.h"
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DECLARE_LOG_CATEGORY_EXTERN(AdvancedGetRecentPlayersLog, Log, All);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBlueprintGetRecentPlayersDelegate, const TArray<FBPOnlineRecentPlayer>&, Results);
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UCLASS(MinimalAPI)
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class UGetRecentPlayersCallbackProxy : public UOnlineBlueprintCallProxyBase
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{
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GENERATED_UCLASS_BODY()
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// Called when the friends list successfully was retrieved
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UPROPERTY(BlueprintAssignable)
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FBlueprintGetRecentPlayersDelegate OnSuccess;
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// Called when there was an error retrieving the friends list
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UPROPERTY(BlueprintAssignable)
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FBlueprintGetRecentPlayersDelegate OnFailure;
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// 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
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UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedFriends")
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static UGetRecentPlayersCallbackProxy* GetAndStoreRecentPlayersList(UObject* WorldContextObject, const FBPUniqueNetId &UniqueNetId);
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virtual void Activate() override;
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private:
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// Internal callback when the friends list is retrieved
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void OnQueryRecentPlayersCompleted(const FUniqueNetId &UserID, const FString &Namespace, bool bWasSuccessful, const FString& ErrorString);
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// Handle to the registered OnFindSessionsComplete delegate
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FDelegateHandle DelegateHandle;
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// The player controller triggering things
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//TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
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// The UniqueNetID of the person to get recent players for
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FBPUniqueNetId cUniqueNetId;
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// The delegate executed
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FOnQueryRecentPlayersCompleteDelegate QueryRecentPlayersCompleteDelegate;
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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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