Files
AdvancedSessionsPlugin/AdvancedSessions/Source/AdvancedSessions/Classes/CreateSessionCallbackProxyAdvanced.h
2022-04-08 10:53:41 -04:00

108 lines
4.6 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Engine/Engine.h"
#include "BlueprintDataDefinitions.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, for dedicated servers leave UsePresence as false and set IsDedicatedServer to true. Dedicated servers don't use presence.
* @param PublicConnections When doing a 'listen' server, this must be >=2 (ListenServer itself counts as a connection)
* @param bUseLAN When you want to play LAN, the level to play on must be loaded with option 'bIsLanMatch'
* @param bUsePresence Must be true for a 'listen' server (Map must be loaded with option 'listen'), false for a 'dedicated' server.
* @param bUseLobbiesIfAvailable Used to flag the subsystem to use a lobby api instead of general hosting if the API supports it, generally true on steam for listen servers and false for dedicated
* @param bShouldAdvertise Set to true when the OnlineSubsystem should list your server when someone is searching for servers. Otherwise the server is hidden and only join via invite is possible.
* @param bUseLobbiesVoiceChatIfAvailable Set to true to setup voice chat lobbies if the API supports it
* @param bStartAfterCreate Set to true to start the session after it's created. If false you need to manually call StartSession when ready.
*/
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, int32 PrivateConnections = 0, bool bUseLAN = false, bool bAllowInvites = true, bool bIsDedicatedServer = false, bool bUsePresence = true, bool bUseLobbiesIfAvailable = true, bool bAllowJoinViaPresence = true, bool bAllowJoinViaPresenceFriendsOnly = false, bool bAntiCheatProtected = false, bool bUsesStats = false, bool bShouldAdvertise = true, bool bUseLobbiesVoiceChatIfAvailable = false, bool bStartAfterCreate = true);
// UOnlineBlueprintCallProxyBase interface
virtual void Activate() override;
// End of UOnlineBlueprintCallProxyBase interface
private:
// Internal callback when session creation completes, optionally calls StartSession
void OnCreateCompleted(FName SessionName, bool bWasSuccessful);
// Internal callback when session start completes
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;
// Number of private connections
int NumPrivateConnections;
// 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;
// Whether to use the presence option
bool bUsePresence;
// Whether to prefer the use of lobbies for hosting if the api supports them
bool bUseLobbiesIfAvailable;
// Whether to allow joining via presence
bool bAllowJoinViaPresence;
// Allow joining via presence for friends only
bool bAllowJoinViaPresenceFriendsOnly;
// Delcare the server to be anti cheat protected
bool bAntiCheatProtected;
// Record Stats
bool bUsesStats;
// Should advertise server?
bool bShouldAdvertise;
// Whether to prefer the use of voice chat lobbies if the api supports them
bool bUseLobbiesVoiceChatIfAvailable;
// Whether to start the session automatically after it is created
bool bStartAfterCreate;
// Store extra settings
TArray<FSessionPropertyKeyPair> ExtraSettings;
// The world context object in which this call is taking place
UObject* WorldContextObject;
};