Files
AdvancedSessionsPlugin/Source/AdvancedSessions/Classes/CreateSessionCallbackProxyAdvanced.h
2015-12-17 08:56:07 -05:00

68 lines
2.4 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "OnlineSubSystemHeader.h"
#include "CreateSessionCallbackProxyAdvanced.generated.h"
UCLASS(MinimalAPI)
class UCreateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
{
GENERATED_UCLASS_BODY()
// Called when the session was created successfully
UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnSuccess;
// Called when there was an error creating the session
UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnFailure;
// Creates a session with the default online subsystem with advanced optional inputs
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject",AutoCreateRefTerm="ExtraSettings"), Category = "Online|AdvancedSessions")
static UCreateSessionCallbackProxyAdvanced* CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, class APlayerController* PlayerController = NULL, int32 PublicConnections = 100, bool bUseLAN = false, bool bAllowInvites = true, bool bIsDedicatedServer = false);
// UOnlineBlueprintCallProxyBase interface
virtual void Activate() override;
// End of UOnlineBlueprintCallProxyBase interface
private:
// Internal callback when session creation completes, calls StartSession
void OnCreateCompleted(FName SessionName, bool bWasSuccessful);
// Internal callback when session creation completes, calls StartSession
void OnStartCompleted(FName SessionName, bool bWasSuccessful);
// The player controller triggering things
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
// The delegate executed by the online subsystem
FOnCreateSessionCompleteDelegate CreateCompleteDelegate;
// The delegate executed by the online subsystem
FOnStartSessionCompleteDelegate StartCompleteDelegate;
// Handles to the registered delegates above
FDelegateHandle CreateCompleteDelegateHandle;
FDelegateHandle StartCompleteDelegateHandle;
// Number of public connections
int NumPublicConnections;
// Whether or not to search LAN
bool bUseLAN;
// Whether or not to allow invites
bool bAllowInvites;
// Whether this is a dedicated server or not
bool bDedicatedServer;
// Store extra settings
TArray<FSessionPropertyKeyPair> ExtraSettings;
// The world context object in which this call is taking place
UObject* WorldContextObject;
};