153 lines
7.4 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/Engine.h"
#include "BlueprintDataDefinitions.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Online.h"
#include "OnlineSubsystem.h"
#include "Interfaces/OnlineFriendsInterface.h"
#include "Interfaces/OnlineUserInterface.h"
#include "Interfaces/OnlineMessageInterface.h"
#include "Interfaces/OnlinePresenceInterface.h"
#include "Engine/GameInstance.h"
#include "Engine/LocalPlayer.h"
#include "Interfaces/OnlineSessionInterface.h"
#include "OnlineSessionSettings.h"
#include "UObject/UObjectIterator.h"
#include "AdvancedFriendsInterface.h"
#include "AdvancedFriendsGameInstance.generated.h"
//General Advanced Sessions Log
DECLARE_LOG_CATEGORY_EXTERN(AdvancedFriendsInterfaceLog, Log, All);
UCLASS()
class ADVANCEDSESSIONS_API UAdvancedFriendsGameInstance : public UGameInstance
{
GENERATED_BODY()
public:
UAdvancedFriendsGameInstance(const FObjectInitializer& ObjectInitializer);
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
bool bCallFriendInterfaceEventsOnPlayerControllers;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
bool bCallIdentityInterfaceEventsOnPlayerControllers;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
bool bCallVoiceInterfaceEventsOnPlayerControllers;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedVoiceInterface)
bool bEnableTalkingStatusDelegate;
//virtual void PostLoad() override;
virtual void Shutdown() override;
virtual void Init() override;
//*** Session invite received by local ***//
FOnSessionInviteReceivedDelegate SessionInviteReceivedDelegate;
FDelegateHandle SessionInviteReceivedDelegateHandle;
// custom handle to join directly from steam ui "Join Game"
FDelegateHandle OnJoinSessionCompleteDelegateHandle;
// custom Steam UI Join User function #Self invite#
void OnSessionUserInviteAccepted(const bool bWasSuccessful, const int32 ControllerId, FUniqueNetIdPtr UserId, const FOnlineSessionSearchResult& InviteResult);
// custom Steam UI function to client travel #Self invite#
void OnJoinSessionComplete(FName SessionName, EOnJoinSessionCompleteResult::Type Result);
//const FUniqueNetId& /*UserId*/, const FUniqueNetId& /*FromId*/, const FString& /*AppId*/, const FOnlineSessionSearchResult& /*InviteResult*/
void OnSessionInviteReceivedMaster(const FUniqueNetId & PersonInvited, const FUniqueNetId & PersonInviting, const FString & AppId, const FOnlineSessionSearchResult& SessionToJoin);
// After a session invite has been accepted by the local player this event is triggered, call JoinSession on the session result to join it
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
void OnSessionInviteReceived(int32 LocalPlayerNum, FBPUniqueNetId PersonInviting, const FString& AppId, const FBlueprintSessionResult& SessionToJoin);
//*** Session invite accepted by local ***//
FOnSessionUserInviteAcceptedDelegate SessionInviteAcceptedDelegate;
FDelegateHandle SessionInviteAcceptedDelegateHandle;
void OnSessionInviteAcceptedMaster(const bool bWasSuccessful, int32 LocalPlayer, TSharedPtr<const FUniqueNetId> PersonInviting, const FOnlineSessionSearchResult& SessionToJoin);
// After a session invite has been accepted by the local player this event is triggered, call JoinSession on the session result to join it
// This function is currently not hooked up in any of Epics default subsystems, it is here for custom subsystems
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
void OnSessionInviteAccepted(int32 LocalPlayerNum, FBPUniqueNetId PersonInvited, const FBlueprintSessionResult& SessionToJoin);
// After a voice status has changed this event is triggered if the bEnableTalkingStatusDelegate property is true
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedVoice")
void OnPlayerTalkingStateChanged(FBPUniqueNetId PlayerId, bool bIsTalking);
void OnPlayerTalkingStateChangedMaster(TSharedRef<const FUniqueNetId> PlayerId, bool bIsTalking);
FOnPlayerTalkingStateChangedDelegate PlayerTalkingStateChangedDelegate;
FDelegateHandle PlayerTalkingStateChangedDelegateHandle;
// Called when the designated LocalUser has changed login state
UFUNCTION(BlueprintImplementableEvent , Category = "AdvancedIdentity", meta = (DisplayName = "OnPlayerLoginChanged"))
void OnPlayerLoginChanged(int32 PlayerNum);
void OnPlayerLoginChangedMaster(int32 PlayerNum);
FOnLoginChangedDelegate PlayerLoginChangedDelegate;
FDelegateHandle PlayerLoginChangedDelegateHandle;
// Called when the designated LocalUser has changed login status
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedIdentity", meta = (DisplayName = "OnPlayerLoginStatusChanged"))
void OnPlayerLoginStatusChanged(int32 PlayerNum, EBPLoginStatus PreviousStatus, EBPLoginStatus NewStatus, FBPUniqueNetId NewPlayerUniqueNetID);
void OnPlayerLoginStatusChangedMaster(int32 PlayerNum, ELoginStatus::Type PreviousStatus, ELoginStatus::Type NewStatus, const FUniqueNetId & NewPlayerUniqueNetID);
FOnLoginStatusChangedDelegate PlayerLoginStatusChangedDelegate;
FDelegateHandle PlayerLoginStatusChangedDelegateHandle;
//*** Session Invite Received From Friend ***//
// REMOVED BECAUSE IT NEVER GETS CALLED
/*FOnSessionInviteReceivedDelegate SessionInviteReceivedDelegate;
FDelegateHandle SessionInviteReceivedDelegateHandle;
void OnSessionInviteReceivedMaster(const FUniqueNetId &InvitedPlayer, const FUniqueNetId &FriendInviting, const FOnlineSessionSearchResult& Session);
// After a session invite has been sent from a friend this event is triggered, call JoinSession on the session result to join it
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
void OnSessionInviteReceived(const FBPUniqueNetId &InvitedPlayer, const FBPUniqueNetId &FriendInviting, const FBlueprintSessionResult &Session);
*/
//*** Friend Invite Accepted ***//
/*FOnInviteAcceptedDelegate FriendInviteAcceptedDelegate;
FDelegateHandle FriendInviteAcceptedDelegateHandle;
void OnFriendInviteAcceptedDelegateMaster(const FUniqueNetId& LocalPlayer, const FUniqueNetId &PlayerInvited);
// After a session invite has been accepted by a friend this event is triggered
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
void OnFriendInviteAccepted(const FBPUniqueNetId &InvitedPlayer, const FBPUniqueNetId &PlayerInvited);
*/
//*** Friend Invite Rejected ***//
/*FOnInviteRejectedDelegate SessionInviteRejectedByFriendDelegate;
FDelegateHandle InviteRejectedByFriendDelegateHandle;
void OnFriendInviteRejectedDelegateMaster(const FUniqueNetId& LocalPlayer, const FUniqueNetId &PlayerDeclined);
// After a friend invite has been rejected this event is triggered
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
void OnFriendInviteRejected(const FBPUniqueNetId &InvitedPlayer, const FBPUniqueNetId &PlayerDeclined);
*/
//*** Removed By Friend ***//
/*FOnFriendRemovedDelegate RemovedByFriendDelegate;
FDelegateHandle RemovedByFriendDelegateHandle;
void OnRemovedByFriendDelegateMaster(const FUniqueNetId& LocalPlayer, const FUniqueNetId &FriendRemoved);
// After a friend removed the player this event is triggered
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
void OnRemovedByFriend(const FBPUniqueNetId &InvitedPlayer, const FBPUniqueNetId &FriendRemoved);*/
};