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