214 lines
12 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 "Interfaces/OnlineSessionInterface.h"
#include "GameFramework/GameModeBase.h"
#include "GameFramework/GameSession.h"
//#include "UObjectIterator.h"
#include "AdvancedSessionsLibrary.generated.h"
//General Advanced Sessions Log
DECLARE_LOG_CATEGORY_EXTERN(AdvancedSessionsLog, Log, All);
UCLASS()
class UAdvancedSessionsLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
//********* Session Admin Functions *************//
// Kick a player from the currently active game session, only available on the server
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions", meta = (WorldContext = "WorldContextObject"))
static bool KickPlayer(UObject* WorldContextObject, APlayerController* PlayerToKick, FText KickReason);
// Ban a player from the currently active game session, only available on the server
// Note that the default gamesession class does not implement an actual ban list and just kicks when this is called
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions", meta = (WorldContext = "WorldContextObject"))
static bool BanPlayer(UObject* WorldContextObject, APlayerController* PlayerToBan, FText BanReason);
//********* Session Search Functions *************//
// Adds or modifies session settings in an existing array depending on if they exist already or not
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo")
static void AddOrModifyExtraSettings(UPARAM(ref) TArray<FSessionPropertyKeyPair> & SettingsArray, UPARAM(ref) TArray<FSessionPropertyKeyPair> & NewOrChangedSettings, TArray<FSessionPropertyKeyPair> & ModifiedSettingsArray);
// Get an array of the session settings from a session search result
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo")
static void GetExtraSettings(FBlueprintSessionResult SessionResult, TArray<FSessionPropertyKeyPair> & ExtraSettings);
// Get the current session state
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (WorldContext = "WorldContextObject"))
static void GetSessionState(UObject* WorldContextObject, EBPOnlineSessionState &SessionState);
// Get the current session settings
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "Result", WorldContext = "WorldContextObject"))
static void GetSessionSettings(UObject* WorldContextObject, int32 &NumConnections, int32 &NumPrivateConnections, bool &bIsLAN, bool &bIsDedicated, bool &bAllowInvites, bool &bAllowJoinInProgress, bool &bIsAnticheatEnabled, int32 &BuildUniqueID, TArray<FSessionPropertyKeyPair> &ExtraSettings, EBlueprintResultSwitch &Result);
// Check if someone is in the current session
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (WorldContext = "WorldContextObject"))
static void IsPlayerInSession(UObject* WorldContextObject, const FBPUniqueNetId &PlayerToCheck, bool &bIsInSession);
// Make a literal session search parameter
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo|Literals")
static FSessionsSearchSetting MakeLiteralSessionSearchProperty(FSessionPropertyKeyPair SessionSearchProperty, EOnlineComparisonOpRedux ComparisonOp);
//********* Session Information Functions ***********//
// Check if a session result is valid or not
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo")
static bool IsValidSession(const FBlueprintSessionResult & SessionResult);
// Get a string copy of a session ID
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo")
static void GetSessionID_AsString(const FBlueprintSessionResult & SessionResult, FString& SessionID);
// Get a string copy of the current session ID
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo", meta = (WorldContext = "WorldContextObject"))
static void GetCurrentSessionID_AsString(UObject* WorldContextObject, FString& SessionID);
// Get the Unique Current Build ID
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo")
static void GetCurrentUniqueBuildID(int32 &UniqueBuildId);
// Get the Unique Build ID from a session search result
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo")
static void GetUniqueBuildID(FBlueprintSessionResult SessionResult, int32 &UniqueBuildId);
// Thanks CriErr for submission
// Get session property Key Name value
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo")
static FName GetSessionPropertyKey(const FSessionPropertyKeyPair& SessionProperty);
// Find session property by Name
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "Result"))
static void FindSessionPropertyByName(const TArray<FSessionPropertyKeyPair>& ExtraSettings, FName SettingsName, EBlueprintResultSwitch &Result, FSessionPropertyKeyPair& OutProperty);
// Find session property index by Name
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "Result"))
static void FindSessionPropertyIndexByName(const TArray<FSessionPropertyKeyPair>& ExtraSettings, FName SettingName, EBlueprintResultSwitch &Result, int32& OutIndex);
/// Removed the Index_None part of the last function, that isn't accessible in blueprint, better to return success/failure
// End Thanks CriErr :p
// Get session custom information key/value as Byte (For Enums)
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "SearchResult"))
static void GetSessionPropertyByte(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, ESessionSettingSearchResult &SearchResult, uint8 &SettingValue);
// Get session custom information key/value as Bool
// Steam only currently supports Int,Float,String,BYTE values for search filtering!!!
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "SearchResult"))
static void GetSessionPropertyBool(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, ESessionSettingSearchResult &SearchResult, bool &SettingValue);
// Get session custom information key/value as String
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "SearchResult"))
static void GetSessionPropertyString(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, ESessionSettingSearchResult &SearchResult, FString &SettingValue);
// Get session custom information key/value as Int
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "SearchResult"))
static void GetSessionPropertyInt(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, ESessionSettingSearchResult &SearchResult, int32 &SettingValue);
// Get session custom information key/value as Float
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "SearchResult"))
static void GetSessionPropertyFloat(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, ESessionSettingSearchResult &SearchResult, float &SettingValue);
// Make a literal session custom information key/value pair from Byte (For Enums)
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo|Literals")
static FSessionPropertyKeyPair MakeLiteralSessionPropertyByte(FName Key, uint8 Value);
// Make a literal session custom information key/value pair from Bool
// Steam only currently supports Int,Float,String,BYTE values for search filtering!
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo|Literals")
static FSessionPropertyKeyPair MakeLiteralSessionPropertyBool(FName Key, bool Value);
// Make a literal session custom information key/value pair from String
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo|Literals")
static FSessionPropertyKeyPair MakeLiteralSessionPropertyString(FName Key, FString Value);
// Make a literal session custom information key/value pair from Int
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo|Literals")
static FSessionPropertyKeyPair MakeLiteralSessionPropertyInt(FName Key, int32 Value);
// Make a literal session custom information key/value pair from Float
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo|Literals")
static FSessionPropertyKeyPair MakeLiteralSessionPropertyFloat(FName Key, float Value);
//******* Player ID functions *********//
// Get the unique net id of a network player attached to the given controller
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
static void GetUniqueNetID(APlayerController *PlayerController, FBPUniqueNetId &UniqueNetId);
// Get the unique net id of a network player who is assigned the the given player state
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
static void GetUniqueNetIDFromPlayerState(APlayerState *PlayerState, FBPUniqueNetId &UniqueNetId);
// Return True if Unique Net ID is valid
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
static bool IsValidUniqueNetID(const FBPUniqueNetId &UniqueNetId);
/* Returns true if the values are equal (A == B) */
UFUNCTION(BlueprintPure, meta = (DisplayName = "Equal Unique Net ID", CompactNodeTitle = "==", Keywords = "== equal"), Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
static bool EqualEqual_UNetIDUnetID(const FBPUniqueNetId &A, const FBPUniqueNetId &B);
/** Converts a FBPUniqueNetID into a FUniqueNetID_Repl */
UFUNCTION(BlueprintPure, meta = (DisplayName = "ToUniqueNetIDRepl (Unique Net ID)", CompactNodeTitle = "->", BlueprintAutocast), Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
static FUniqueNetIdRepl Conv_BPUniqueIDToUniqueNetIDRepl(const FBPUniqueNetId& InUniqueID);
// Check if a UniqueNetId is a friend
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|UniqueNetId")
static void UniqueNetIdToString(const FBPUniqueNetId &UniqueNetId, FString &String);
//******** Player Name Functions **********//
// Get the player name of a network player attached to the given controller
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerName")
static void GetPlayerName(APlayerController *PlayerController, FString &PlayerName);
// Set the player name of a network player attached to the given controller
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|PlayerInfo|PlayerName")
static void SetPlayerName(APlayerController *PlayerController, FString PlayerName);
//********** Misc Player Info Functions *********//
// Get the number of network players
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|Misc", meta = (bIgnoreSelf = "true", WorldContext = "WorldContextObject", DisplayName = "GetNumNetworkPlayers"))
static void GetNumberOfNetworkPlayers(UObject* WorldContextObject, int32 &NumNetPlayers);
// Get the network player index of the given controller
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|Misc")
static void GetNetPlayerIndex(APlayerController *PlayerController, int32 &NetPlayerIndex);
// Checks if the stated session subsystem is active
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|Misc")
static bool HasOnlineSubsystem(FName SubSystemName);
//**** Seamless travel Functions ****//
//Exposes Server travel to blueprint
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Online|AdvancedSessions|Seamless", meta = (HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject"))
static bool ServerTravel(UObject* WorldContextObject, const FString& InURL, bool bAbsolute, bool bShouldSkipGameNotify);
};