mirror of
https://github.com/mordentral/AdvancedSessionsPlugin.git
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274 lines
8.4 KiB
C++
274 lines
8.4 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "AdvancedFriendsLibrary.h"
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// This is taken directly from UE4 - OnlineSubsystemSteamPrivatePCH.h as a fix for the array_count macro
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//General Log
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DEFINE_LOG_CATEGORY(AdvancedFriendsLog);
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void UAdvancedFriendsLibrary::SendSessionInviteToFriends(APlayerController *PlayerController, const TArray<FBPUniqueNetId> &Friends, EBlueprintResultSwitch &Result)
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{
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if (!PlayerController)
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{
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UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Had a bad Player Controller!"));
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Result = EBlueprintResultSwitch::OnFailure;
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return;
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}
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if (Friends.Num() < 1)
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{
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UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Had no friends in invitation array!"));
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Result = EBlueprintResultSwitch::OnFailure;
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return;
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}
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IOnlineSessionPtr SessionInterface = Online::GetSessionInterface();
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if (!SessionInterface.IsValid())
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{
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UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Failed to get session interface!"));
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Result = EBlueprintResultSwitch::OnFailure;
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return;
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}
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ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
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if (!Player)
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{
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UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend failed to get LocalPlayer!"));
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Result = EBlueprintResultSwitch::OnFailure;
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return;
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}
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TArray<TSharedRef<const FUniqueNetId>> List;
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for (int i = 0; i < Friends.Num(); i++)
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{
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TSharedRef<const FUniqueNetId> val(Friends[i].UniqueNetId.ToSharedRef());
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//TSharedRef<const FUniqueNetId> val(Friends[i].GetUniqueNetId());
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List.Add(val);
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}
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if (SessionInterface->SendSessionInviteToFriends(Player->GetControllerId(), NAME_GameSession, List))
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{
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Result = EBlueprintResultSwitch::OnSuccess;
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return;
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}
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Result = EBlueprintResultSwitch::OnFailure;
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return;
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}
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void UAdvancedFriendsLibrary::SendSessionInviteToFriend(APlayerController *PlayerController, const FBPUniqueNetId &FriendUniqueNetId, EBlueprintResultSwitch &Result)
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{
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if (!PlayerController)
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{
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UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Had a bad Player Controller!"));
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Result = EBlueprintResultSwitch::OnFailure;
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return;
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}
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if (!FriendUniqueNetId.IsValid())
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{
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UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Had a bad UniqueNetId!"));
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Result = EBlueprintResultSwitch::OnFailure;
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return;
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}
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IOnlineSessionPtr SessionInterface = Online::GetSessionInterface();
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if (!SessionInterface.IsValid())
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{
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UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Failed to get session interface!"));
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Result = EBlueprintResultSwitch::OnFailure;
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return;
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}
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ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
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if (!Player)
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{
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UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend failed to get LocalPlayer!"));
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Result = EBlueprintResultSwitch::OnFailure;
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return;
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}
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if (SessionInterface->SendSessionInviteToFriend(Player->GetControllerId(), NAME_GameSession, *FriendUniqueNetId.GetUniqueNetId()))
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{
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Result = EBlueprintResultSwitch::OnSuccess;
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return;
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}
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Result = EBlueprintResultSwitch::OnFailure;
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return;
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}
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void UAdvancedFriendsLibrary::GetFriend(APlayerController *PlayerController, const FBPUniqueNetId FriendUniqueNetId, FBPFriendInfo &Friend)
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{
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if (!PlayerController)
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{
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UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriend Had a bad Player Controller!"));
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return;
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}
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if (!FriendUniqueNetId.IsValid())
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{
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UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriend Had a bad UniqueNetId!"));
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return;
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}
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IOnlineFriendsPtr FriendsInterface = Online::GetFriendsInterface();
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if (!FriendsInterface.IsValid())
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{
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UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriend Failed to get friends interface!"));
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return;
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}
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ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
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if (!Player)
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{
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UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriend failed to get LocalPlayer!"));
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return;
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}
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TSharedPtr<FOnlineFriend> fr = FriendsInterface->GetFriend(Player->GetControllerId(), *FriendUniqueNetId.GetUniqueNetId(), EFriendsLists::ToString(EFriendsLists::Default));
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if (fr.IsValid())
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{
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FOnlineUserPresence pres = fr->GetPresence();
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Friend.DisplayName = fr->GetDisplayName();
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Friend.OnlineState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
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Friend.RealName = fr->GetRealName();
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Friend.UniqueNetId.SetUniqueNetId(fr->GetUserId());
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Friend.bIsPlayingSameGame = pres.bIsPlayingThisGame;
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Friend.PresenceInfo.bHasVoiceSupport = pres.bHasVoiceSupport;
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Friend.PresenceInfo.bIsJoinable = pres.bIsJoinable;
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Friend.PresenceInfo.bIsOnline = pres.bIsOnline;
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Friend.PresenceInfo.bIsPlaying = pres.bIsPlaying;
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Friend.PresenceInfo.bIsPlayingThisGame = pres.bIsPlayingThisGame;
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Friend.PresenceInfo.PresenceState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
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Friend.PresenceInfo.StatusString = pres.Status.StatusStr;
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}
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}
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void UAdvancedFriendsLibrary::IsAFriend(APlayerController *PlayerController, const FBPUniqueNetId UniqueNetId, bool &IsFriend)
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{
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if (!PlayerController)
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{
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UE_LOG(AdvancedFriendsLog, Warning, TEXT("IsAFriend Had a bad Player Controller!"));
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return;
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}
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if (!UniqueNetId.IsValid())
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{
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UE_LOG(AdvancedFriendsLog, Warning, TEXT("IsAFriend Had a bad UniqueNetId!"));
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return;
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}
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IOnlineFriendsPtr FriendsInterface = Online::GetFriendsInterface();
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if (!FriendsInterface.IsValid())
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{
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UE_LOG(AdvancedFriendsLog, Warning, TEXT("IsAFriend Failed to get friends interface!"));
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return;
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}
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ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
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if (!Player)
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{
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UE_LOG(AdvancedFriendsLog, Warning, TEXT("IsAFriend Failed to get LocalPlayer!"));
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return;
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}
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IsFriend = FriendsInterface->IsFriend(Player->GetControllerId(), *UniqueNetId.GetUniqueNetId(), EFriendsLists::ToString(EFriendsLists::Default));
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}
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void UAdvancedFriendsLibrary::GetStoredRecentPlayersList(FBPUniqueNetId UniqueNetId, TArray<FBPOnlineRecentPlayer> &PlayersList)
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{
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IOnlineFriendsPtr FriendsInterface = Online::GetFriendsInterface();
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if (!FriendsInterface.IsValid())
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{
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UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetRecentPlayersList Failed to get friends interface!"));
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return;
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}
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if (!UniqueNetId.IsValid())
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{
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UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetRecentPlayersList Failed was given an invalid UniqueNetId!"));
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return;
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}
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TArray< TSharedRef<FOnlineRecentPlayer> > PlayerList;
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// For now getting all namespaces
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FriendsInterface->GetRecentPlayers(*(UniqueNetId.GetUniqueNetId()),"", PlayerList);
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for (int32 i = 0; i < PlayerList.Num(); i++)
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{
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TSharedRef<FOnlineRecentPlayer> Player = PlayerList[i];
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FBPOnlineRecentPlayer BPF;
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BPF.DisplayName = Player->GetDisplayName();
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BPF.RealName = Player->GetRealName();
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BPF.UniqueNetId.SetUniqueNetId(Player->GetUserId());
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PlayersList.Add(BPF);
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}
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}
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void UAdvancedFriendsLibrary::GetStoredFriendsList(APlayerController *PlayerController, TArray<FBPFriendInfo> &FriendsList)
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{
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if (!PlayerController)
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{
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UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriendsList Had a bad Player Controller!"));
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return;
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}
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IOnlineFriendsPtr FriendsInterface = Online::GetFriendsInterface();
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if (!FriendsInterface.IsValid())
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{
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UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriendsList Failed to get friends interface!"));
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return;
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}
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ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
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if (!Player)
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{
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UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriendsList Failed to get LocalPlayer!"));
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return;
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}
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TArray< TSharedRef<FOnlineFriend> > FriendList;
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FriendsInterface->GetFriendsList(Player->GetControllerId(), EFriendsLists::ToString((EFriendsLists::Default)), FriendList);
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for (int32 i = 0; i < FriendList.Num(); i++)
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{
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TSharedRef<FOnlineFriend> Friend = FriendList[i];
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FBPFriendInfo BPF;
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FOnlineUserPresence pres = Friend->GetPresence();
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BPF.OnlineState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
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BPF.DisplayName = Friend->GetDisplayName();
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BPF.RealName = Friend->GetRealName();
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BPF.UniqueNetId.SetUniqueNetId(Friend->GetUserId());
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BPF.bIsPlayingSameGame = pres.bIsPlayingThisGame;
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BPF.PresenceInfo.bIsOnline = pres.bIsOnline;
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BPF.PresenceInfo.bHasVoiceSupport = pres.bHasVoiceSupport;
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BPF.PresenceInfo.bIsPlaying = pres.bIsPlaying;
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BPF.PresenceInfo.PresenceState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
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BPF.PresenceInfo.StatusString = pres.Status.StatusStr;
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BPF.PresenceInfo.bIsJoinable = pres.bIsJoinable;
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BPF.PresenceInfo.bIsPlayingThisGame = pres.bIsPlayingThisGame;
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FriendsList.Add(BPF);
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}
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} |