Update Steam Sessions Plugin

This commit is contained in:
Philip W 2024-12-18 23:24:08 +00:00
parent d66513930c
commit c59497c620
7 changed files with 47 additions and 10 deletions

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@ -23,14 +23,14 @@ class UCreateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
* 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
* Must be true for a 'listen' server (Map must be loaded with option 'listen'), false for a 'dedicated' server.
* @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);
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;

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@ -27,9 +27,20 @@ void UAdvancedFriendsGameInstance::OnSessionUserInviteAccepted(const bool bWasSu
{
SessionInterface->ClearOnJoinSessionCompleteDelegate_Handle(OnJoinSessionCompleteDelegateHandle);
OnJoinSessionCompleteDelegateHandle = SessionInterface->AddOnJoinSessionCompleteDelegate_Handle(
FOnJoinSessionCompleteDelegate::CreateUObject(this, &UAdvancedFriendsGameInstance::OnJoinSessionComplete));
FOnJoinSessionCompleteDelegate::CreateUObject(this, &UAdvancedFriendsGameInstance::OnJoinSessionComplete));
SessionInterface->JoinSession(0, NAME_GameSession, InviteResult);
// Temp for 5.5, they aren't filling in the struct correctly
if (!InviteResult.Session.SessionSettings.bIsDedicated)
{
FOnlineSessionSearchResult ModResult = InviteResult;
ModResult.Session.SessionSettings.bUsesPresence = true;
ModResult.Session.SessionSettings.bUseLobbiesIfAvailable = true;
SessionInterface->JoinSession(0, NAME_GameSession, ModResult);
}
else
{
SessionInterface->JoinSession(0, NAME_GameSession, InviteResult);
}
}
UE_LOG(AdvancedFriendsInterfaceLog, Log, TEXT("Called Join Session for Steam Friends List UI InviteResults: %s, UserId: %s"), *InviteResult.GetSessionIdStr(), *UserId->ToString());
}
@ -306,6 +317,13 @@ void UAdvancedFriendsGameInstance::OnSessionInviteReceivedMaster(const FUniqueNe
}
}
// Temp for 5.5, they aren't filling in the struct correctly
if (!BluePrintResult.OnlineResult.Session.SessionSettings.bIsDedicated)
{
BluePrintResult.OnlineResult.Session.SessionSettings.bUsesPresence = true;
BluePrintResult.OnlineResult.Session.SessionSettings.bUseLobbiesIfAvailable = true;
}
OnSessionInviteReceived(LocalPlayer, PInviting, AppId, BluePrintResult);
//IAdvancedFriendsInterface* TheInterface = NULL;
@ -342,6 +360,13 @@ void UAdvancedFriendsGameInstance::OnSessionInviteAcceptedMaster(const bool bWas
FBPUniqueNetId PInvited;
PInvited.SetUniqueNetId(PersonInvited);
// Temp for 5.5, they aren't filling in the struct correctly
if (!BluePrintResult.OnlineResult.Session.SessionSettings.bIsDedicated)
{
BluePrintResult.OnlineResult.Session.SessionSettings.bUsesPresence = true;
BluePrintResult.OnlineResult.Session.SessionSettings.bUseLobbiesIfAvailable = true;
}
OnSessionInviteAccepted(LocalPlayer,PInvited, BluePrintResult);
APlayerController* Player = UGameplayStatics::GetPlayerController(GetWorld(), LocalPlayer);

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@ -13,7 +13,7 @@ UCreateSessionCallbackProxyAdvanced::UCreateSessionCallbackProxyAdvanced(const F
{
}
UCreateSessionCallbackProxyAdvanced* UCreateSessionCallbackProxyAdvanced::CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair>& ExtraSettings, class APlayerController* PlayerController, int32 PublicConnections, int32 PrivateConnections, bool bUseLAN, bool bAllowInvites, bool bIsDedicatedServer, bool bUsePresence, bool bUseLobbiesIfAvailable, bool bAllowJoinViaPresence, bool bAllowJoinViaPresenceFriendsOnly, bool bAntiCheatProtected, bool bUsesStats, bool bShouldAdvertise, bool bUseLobbiesVoiceChatIfAvailable, bool bStartAfterCreate)
UCreateSessionCallbackProxyAdvanced* UCreateSessionCallbackProxyAdvanced::CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair>& ExtraSettings, class APlayerController* PlayerController, int32 PublicConnections, int32 PrivateConnections, bool bUseLAN, bool bAllowInvites, bool bIsDedicatedServer, /*bool bUsePresence,*/ bool bUseLobbiesIfAvailable, bool bAllowJoinViaPresence, bool bAllowJoinViaPresenceFriendsOnly, bool bAntiCheatProtected, bool bUsesStats, bool bShouldAdvertise, bool bUseLobbiesVoiceChatIfAvailable, bool bStartAfterCreate)
{
UCreateSessionCallbackProxyAdvanced* Proxy = NewObject<UCreateSessionCallbackProxyAdvanced>();
Proxy->PlayerControllerWeakPtr = PlayerController;
@ -24,7 +24,7 @@ UCreateSessionCallbackProxyAdvanced* UCreateSessionCallbackProxyAdvanced::Create
Proxy->bAllowInvites = bAllowInvites;
Proxy->ExtraSettings = ExtraSettings;
Proxy->bDedicatedServer = bIsDedicatedServer;
Proxy->bUsePresence = bUsePresence;
/*Proxy->bUsePresence = bUsePresence;*/
Proxy->bUseLobbiesIfAvailable = bUseLobbiesIfAvailable;
Proxy->bAllowJoinViaPresence = bAllowJoinViaPresence;
Proxy->bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
@ -61,13 +61,13 @@ void UCreateSessionCallbackProxyAdvanced::Activate()
if (bDedicatedServer)
{
Settings.bUsesPresence = false;
Settings.bUseLobbiesIfAvailable = false;
Settings.bUsesPresence = false;
}
else
{
Settings.bUsesPresence = bUsePresence;
Settings.bUseLobbiesIfAvailable = bUseLobbiesIfAvailable;
Settings.bUsesPresence = bUseLobbiesIfAvailable;
}
Settings.bUseLobbiesVoiceChatIfAvailable = bUseLobbiesIfAvailable ? bUseLobbiesVoiceChatIfAvailable : false;

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@ -86,7 +86,6 @@ void UFindSessionsCallbackProxyAdvanced::Activate()
/** #define SEARCH_SWITCH_SELECTION_METHOD FName(TEXT("SWITCHSELECTIONMETHOD"))*/
/** Whether to use lobbies vs sessions */
/** #define SEARCH_LOBBIES FName(TEXT("LOBBYSEARCH"))*/
if (bEmptyServersOnly)
tem.Set(SEARCH_EMPTY_SERVERS_ONLY, true, EOnlineComparisonOp::Equals);
@ -225,6 +224,14 @@ void UFindSessionsCallbackProxyAdvanced::OnCompleted(bool bSuccess)
FBlueprintSessionResult BPResult;
BPResult.OnlineResult = Result;
// Temp for 5.5, force the values if epic isn't setting them, lobbies should always have these true
if (ServerSearchType != EBPServerPresenceSearchType::DedicatedServersOnly )
{
BPResult.OnlineResult.Session.SessionSettings.bUseLobbiesIfAvailable = true;
BPResult.OnlineResult.Session.SessionSettings.bUsesPresence = true;
}
SessionSearchResults.AddUnique(BPResult);
}
if (!bRunSecondSearch)

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@ -14,7 +14,7 @@
{
"Name": "AdvancedSteamSessions",
"Type": "RunTime",
"LoadingPhase": "Default"
"LoadingPhase": "PostDefault"
}
],
"Plugins": [

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@ -16,6 +16,7 @@ public class AdvancedSteamSessions : ModuleRules
if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Linux) || (Target.Platform == UnrealTargetPlatform.Mac))
{
PublicDependencyModuleNames.AddRange(new string[] { "SteamShared", "Steamworks", "OnlineSubsystemSteam" });
AddEngineThirdPartyPrivateStaticDependencies(Target, "Steamworks");
//PublicIncludePaths.AddRange(new string[] { "../Plugins/Online/OnlineSubsystemSteam/Source/Private" });// This is dumb but it isn't very open
}
}

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@ -1,6 +1,10 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "AdvancedSteamFriendsLibrary.h"
#include "OnlineSubSystemHeader.h"
#include "Engine/Texture.h"
#include "Engine/Texture2D.h"
#include "TextureResource.h"
#include "PixelFormat.h"
//General Log
DEFINE_LOG_CATEGORY(AdvancedSteamFriendsLog);