1341 lines
50 KiB
Ucode
1341 lines
50 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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/**
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* Class that implements a cross platform version of the game interface
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*/
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class OnlineGameInterfaceImpl extends Object within OnlineSubsystemCommonImpl
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native
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implements(OnlineGameInterface)
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config(Engine);
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/** The owning subsystem that this object is providing an implementation for */
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var OnlineSubsystemCommonImpl OwningSubsystem;
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/** The current game settings object in use */
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var const OnlineGameSettings GameSettings;
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/** The current game search object in use */
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var const OnlineGameSearch GameSearch;
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/** Array of delegates to multicast with for game creation notification */
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var array<delegate<OnCreateOnlineGameComplete> > CreateOnlineGameCompleteDelegates;
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/** Array of delegates to multicast with for game update notification */
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var array<delegate<OnUpdateOnlineGameComplete> > UpdateOnlineGameCompleteDelegates;
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/** Array of delegates to multicast with for game destruction notification */
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var array<delegate<OnDestroyOnlineGameComplete> > DestroyOnlineGameCompleteDelegates;
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/** Array of delegates to multicast with for game join notification */
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var array<delegate<OnJoinOnlineGameComplete> > JoinOnlineGameCompleteDelegates;
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/** Array of delegates to multicast with for game migration notification */
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var array<delegate<OnMigrateOnlineGameComplete> > MigrateOnlineGameCompleteDelegates;
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/** Array of delegates to multicast with for migrated game join notification */
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var array<delegate<OnJoinMigratedOnlineGameComplete> > JoinMigratedOnlineGameCompleteDelegates;
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/** Array of delegates to multicast with for skill rating update notification */
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var array<delegate<OnRecalculateSkillRatingComplete> > RecalculateSkillRatingCompleteDelegates;
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/** Array of delegates to multicast with for game starting notification */
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var array<delegate<OnStartOnlineGameComplete> > StartOnlineGameCompleteDelegates;
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/** Array of delegates to multicast with for game ending notification */
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var array<delegate<OnEndOnlineGameComplete> > EndOnlineGameCompleteDelegates;
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/** Array of delegates to multicast with for game search notification */
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var array<delegate<OnFindOnlineGamesComplete> > FindOnlineGamesCompleteDelegates;
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/** Array of delegates to multicast with for game search notification */
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var array<delegate<OnCancelFindOnlineGamesComplete> > CancelFindOnlineGamesCompleteDelegates;
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/** The current state the lan beacon is in */
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var const ELanBeaconState LanBeaconState;
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/** Port to listen on for LAN queries/responses */
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var const config int LanAnnouncePort;
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/** Unique id to keep UE3 games from seeing each others' lan packets */
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var const config int LanGameUniqueId;
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/** Used by a client to uniquely identify itself during lan match discovery */
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var const byte LanNonce[8];
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/** Mask containing which platforms can cross communicate */
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var const config int LanPacketPlatformMask;
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/** The amount of time before the lan query is considered done */
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var float LanQueryTimeLeft;
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/** The amount of time to wait before timing out a lan query request */
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var config float LanQueryTimeout;
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/** LAN announcement socket used to send/receive discovery packets */
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var const native transient pointer LanBeacon{FLanBeacon};
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/** The session information used to connect to a host */
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var native const transient private pointer SessionInfo{FSessionInfo};
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/** Pending members for Play Together session */
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var array<string> PendingMembersToInvite;
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/**
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* Delegate fired when the search for an online game has completed
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*
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* @param bWasSuccessful true if the async action completed without error, false if there was an error
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*/
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delegate OnFindOnlineGamesComplete(bool bWasSuccessful);
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/**
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* Returns the game settings object for the session with a matching name
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*
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* @param SessionName the name of the session to return
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*
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* @return the game settings for this session name
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*/
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function OnlineGameSettings GetGameSettings(name SessionName)
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{
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return GameSettings;
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}
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/** Returns the currently set game search object */
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function OnlineGameSearch GetGameSearch()
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{
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return GameSearch;
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}
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//@HSL_BEGIN - JRO - 3/21/2016 - PS4 Sessions
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/**
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* Gets the remote address of the currently connected game server
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*
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* @param RemoteAddressString the returned address string
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*
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* @return true if successful in obtaining an address
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*/
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native function bool GetGameServerRemoteAddress(out string RemoteAddressString);
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//@HSL_END
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/**
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* Creates an online game based upon the settings object specified.
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* NOTE: online game registration is an async process and does not complete
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* until the OnCreateOnlineGameComplete delegate is called.
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*
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* @param HostingPlayerNum the index of the player hosting the match
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* @param SessionName the name to use for this session so that multiple sessions can exist at the same time
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* @param NewGameSettings the settings to use for the new game session
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*
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* @return true if successful creating the session, false otherwise
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*/
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native function bool CreateOnlineGame(byte HostingPlayerNum,name SessionName,OnlineGameSettings NewGameSettings);
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/**
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* Delegate fired when a create request has completed
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*
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* @param SessionName the name of the session this callback is for
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* @param bWasSuccessful true if the async action completed without error, false if there was an error
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*/
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delegate OnCreateOnlineGameComplete(name SessionName,bool bWasSuccessful);
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/**
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* Sets the delegate used to notify the gameplay code that the online game they
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* created has completed the creation process
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*
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* @param CreateOnlineGameCompleteDelegate the delegate to use for notifications
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*/
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function AddCreateOnlineGameCompleteDelegate(delegate<OnCreateOnlineGameComplete> CreateOnlineGameCompleteDelegate)
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{
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if (CreateOnlineGameCompleteDelegates.Find(CreateOnlineGameCompleteDelegate) == INDEX_NONE)
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{
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CreateOnlineGameCompleteDelegates[CreateOnlineGameCompleteDelegates.Length] = CreateOnlineGameCompleteDelegate;
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}
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}
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/**
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* Sets the delegate used to notify the gameplay code that the online game they
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* created has completed the creation process
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*
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* @param CreateOnlineGameCompleteDelegate the delegate to use for notifications
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*/
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function ClearCreateOnlineGameCompleteDelegate(delegate<OnCreateOnlineGameComplete> CreateOnlineGameCompleteDelegate)
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{
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local int RemoveIndex;
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RemoveIndex = CreateOnlineGameCompleteDelegates.Find(CreateOnlineGameCompleteDelegate);
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if (RemoveIndex != INDEX_NONE)
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{
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CreateOnlineGameCompleteDelegates.Remove(RemoveIndex,1);
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}
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}
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/**
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* Updates the localized settings/properties for the game in question. Updates
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* the QoS packet if needed (starting & restarting QoS).
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*
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* @param SessionName the name of the session to update
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* @param UpdatedGameSettings the object to update the game settings with
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* @param bShouldRefreshOnlineData whether to submit the data to the backend or not
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*
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* @return true if successful creating the session, false otherwsie
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*/
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function bool UpdateOnlineGame(name SessionName,OnlineGameSettings UpdatedGameSettings,optional bool bShouldRefreshOnlineData = false);
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/**
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* Delegate fired when a update request has completed
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*
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* @param SessionName the name of the session this callback is for
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* @param bWasSuccessful true if the async action completed without error, false if there was an error
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*/
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delegate OnUpdateOnlineGameComplete(name SessionName,bool bWasSuccessful);
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/**
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* Adds a delegate to the list of objects that want to be notified
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*
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* @param UpdateOnlineGameCompleteDelegate the delegate to use for notifications
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*/
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function AddUpdateOnlineGameCompleteDelegate(delegate<OnUpdateOnlineGameComplete> UpdateOnlineGameCompleteDelegate)
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{
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if (UpdateOnlineGameCompleteDelegates.Find(UpdateOnlineGameCompleteDelegate) == INDEX_NONE)
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{
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UpdateOnlineGameCompleteDelegates[UpdateOnlineGameCompleteDelegates.Length] = UpdateOnlineGameCompleteDelegate;
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}
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}
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/**
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* Removes a delegate from the list of objects that want to be notified
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*
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* @param UpdateOnlineGameCompleteDelegate the delegate to use for notifications
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*/
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function ClearUpdateOnlineGameCompleteDelegate(delegate<OnUpdateOnlineGameComplete> UpdateOnlineGameCompleteDelegate)
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{
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local int RemoveIndex;
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RemoveIndex = UpdateOnlineGameCompleteDelegates.Find(UpdateOnlineGameCompleteDelegate);
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if (RemoveIndex != INDEX_NONE)
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{
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UpdateOnlineGameCompleteDelegates.Remove(RemoveIndex,1);
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}
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}
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/**
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* Destroys the current online game
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* NOTE: online game de-registration is an async process and does not complete
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* until the OnDestroyOnlineGameComplete delegate is called.
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*
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* @param SessionName the name of the session to delete
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*
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* @return true if successful destroying the session, false otherwsie
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*/
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native function bool DestroyOnlineGame(name SessionName);
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/**
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* Delegate fired when a destroying an online game has completed
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*
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* @param SessionName the name of the session this callback is for
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* @param bWasSuccessful true if the async action completed without error, false if there was an error
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*/
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delegate OnDestroyOnlineGameComplete(name SessionName,bool bWasSuccessful);
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/**
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* Sets the delegate used to notify the gameplay code that the online game they
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* destroyed has completed the destruction process
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*
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* @param DestroyOnlineGameCompleteDelegate the delegate to use for notifications
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*/
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function AddDestroyOnlineGameCompleteDelegate(delegate<OnDestroyOnlineGameComplete> DestroyOnlineGameCompleteDelegate)
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{
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if (DestroyOnlineGameCompleteDelegates.Find(DestroyOnlineGameCompleteDelegate) == INDEX_NONE)
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{
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DestroyOnlineGameCompleteDelegates[DestroyOnlineGameCompleteDelegates.Length] = DestroyOnlineGameCompleteDelegate;
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}
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}
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/**
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* Removes the delegate from the notification list
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*
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* @param DestroyOnlineGameCompleteDelegate the delegate to use for notifications
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*/
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function ClearDestroyOnlineGameCompleteDelegate(delegate<OnDestroyOnlineGameComplete> DestroyOnlineGameCompleteDelegate)
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{
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local int RemoveIndex;
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RemoveIndex = DestroyOnlineGameCompleteDelegates.Find(DestroyOnlineGameCompleteDelegate);
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if (RemoveIndex != INDEX_NONE)
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{
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DestroyOnlineGameCompleteDelegates.Remove(RemoveIndex,1);
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}
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}
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/**
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* Searches for games matching the settings specified
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*
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* @param SearchingPlayerNum the index of the player searching for a match
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* @param SearchSettings the desired settings that the returned sessions will have
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*
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* @return true if successful searching for sessions, false otherwise
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*/
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native function bool FindOnlineGames(byte SearchingPlayerNum,OnlineGameSearch SearchSettings);
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/**
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* Adds the delegate used to notify the gameplay code that the search they
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* kicked off has completed
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*
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* @param FindOnlineGamesCompleteDelegate the delegate to use for notifications
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*/
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function AddFindOnlineGamesCompleteDelegate(delegate<OnFindOnlineGamesComplete> FindOnlineGamesCompleteDelegate)
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{
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// Only add to the list once
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if (FindOnlineGamesCompleteDelegates.Find(FindOnlineGamesCompleteDelegate) == INDEX_NONE)
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{
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FindOnlineGamesCompleteDelegates[FindOnlineGamesCompleteDelegates.Length] = FindOnlineGamesCompleteDelegate;
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}
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}
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/**
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* Removes the delegate from the notify list
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*
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* @param FindOnlineGamesCompleteDelegate the delegate to use for notifications
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*/
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function ClearFindOnlineGamesCompleteDelegate(delegate<OnFindOnlineGamesComplete> FindOnlineGamesCompleteDelegate)
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{
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local int RemoveIndex;
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// Find it in the list
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RemoveIndex = FindOnlineGamesCompleteDelegates.Find(FindOnlineGamesCompleteDelegate);
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// Only remove if found
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if (RemoveIndex != INDEX_NONE)
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{
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FindOnlineGamesCompleteDelegates.Remove(RemoveIndex,1);
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}
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}
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/**
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* Cancels the current search in progress if possible for that search type
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*
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* @return true if successful searching for sessions, false otherwise
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*/
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native function bool CancelFindOnlineGames();
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/**
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* Delegate fired when the cancellation of a search for an online game has completed
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*
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* @param bWasSuccessful true if the async action completed without error, false if there was an error
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*/
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delegate OnCancelFindOnlineGamesComplete(bool bWasSuccessful);
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/**
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* Adds the delegate to the list to notify with
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*
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* @param CancelFindOnlineGamesCompleteDelegate the delegate to use for notifications
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*/
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function AddCancelFindOnlineGamesCompleteDelegate(delegate<OnCancelFindOnlineGamesComplete> CancelFindOnlineGamesCompleteDelegate)
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{
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// Only add to the list once
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if (CancelFindOnlineGamesCompleteDelegates.Find(CancelFindOnlineGamesCompleteDelegate) == INDEX_NONE)
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{
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CancelFindOnlineGamesCompleteDelegates[CancelFindOnlineGamesCompleteDelegates.Length] = CancelFindOnlineGamesCompleteDelegate;
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}
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}
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/**
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* Removes the delegate from the notify list
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*
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* @param CancelFindOnlineGamesCompleteDelegate the delegate to use for notifications
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*/
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function ClearCancelFindOnlineGamesCompleteDelegate(delegate<OnCancelFindOnlineGamesComplete> CancelFindOnlineGamesCompleteDelegate)
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{
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local int RemoveIndex;
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// Find it in the list
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RemoveIndex = CancelFindOnlineGamesCompleteDelegates.Find(CancelFindOnlineGamesCompleteDelegate);
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// Only remove if found
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if (RemoveIndex != INDEX_NONE)
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{
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CancelFindOnlineGamesCompleteDelegates.Remove(RemoveIndex,1);
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}
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}
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/**
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* Cleans up any platform specific allocated data contained in the search results
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*
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* @param Search the object to free search results for
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*
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* @return true if successful, false otherwise
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*/
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native function bool FreeSearchResults(OnlineGameSearch Search);
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/**
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* Joins the game specified
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*
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* @param PlayerNum the index of the player searching for a match
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* @param SessionName the name of the session to join
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* @param DesiredGame the desired game to join
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*
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* @return true if the call completed successfully, false otherwise
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*/
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native function bool JoinOnlineGame(byte PlayerNum,name SessionName,const out OnlineGameSearchResult DesiredGame);
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//@HSL_BEGIN_XBOX
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function bool JoinOnlineGameBySessionHandle( byte PlayerNum, name SessionName, const string InSessionGuid );
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//@HSL_END_XBOX
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//@zombie_ps4_begin
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function bool JoinOnlineGameByMatchingParams(QWORD RoomId, out OnlineGameSettings JoinedGameSettings);
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function bool IsJoinOperationInProgress() {return FALSE;}
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function bool SetRankedReadyStatus(bool bReady);
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function bool IsCurrentRoomOwner() {return FALSE;}
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//@zombie_ps4_end
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/**
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* Delegate fired when the joing process for an online game has completed
|
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*
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* @param SessionName the name of the session this callback is for
|
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* @param bWasSuccessful true if the async action completed without error, false if there was an error
|
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*/
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delegate OnJoinOnlineGameComplete(name SessionName,bool bWasSuccessful);
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|
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/**
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* Sets the delegate used to notify the gameplay code that the join request they
|
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* kicked off has completed
|
||
|
*
|
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* @param JoinOnlineGameCompleteDelegate the delegate to use for notifications
|
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*/
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function AddJoinOnlineGameCompleteDelegate(delegate<OnJoinOnlineGameComplete> JoinOnlineGameCompleteDelegate)
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{
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if (JoinOnlineGameCompleteDelegates.Find(JoinOnlineGameCompleteDelegate) == INDEX_NONE)
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{
|
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JoinOnlineGameCompleteDelegates[JoinOnlineGameCompleteDelegates.Length] = JoinOnlineGameCompleteDelegate;
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}
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}
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|
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/**
|
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* Removes the delegate from the notify list
|
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*
|
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* @param JoinOnlineGameCompleteDelegate the delegate to use for notifications
|
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*/
|
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function ClearJoinOnlineGameCompleteDelegate(delegate<OnJoinOnlineGameComplete> JoinOnlineGameCompleteDelegate)
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{
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|
local int RemoveIndex;
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|
// Find it in the list
|
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|
RemoveIndex = JoinOnlineGameCompleteDelegates.Find(JoinOnlineGameCompleteDelegate);
|
||
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// Only remove if found
|
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if (RemoveIndex != INDEX_NONE)
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{
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JoinOnlineGameCompleteDelegates.Remove(RemoveIndex,1);
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}
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}
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|
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|
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//@HSL_BEGIN_XBOX
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||
|
/**
|
||
|
* Not implemented for default implementation
|
||
|
*/
|
||
|
delegate OnMultiplayerSessionChange(Name SessionName, SessionUpdateInfo SessionChanges)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Not implemented for default implementation
|
||
|
*/
|
||
|
function AddMultiplayerSessionChangeDelegate(delegate<OnMultiplayerSessionChange> MultiplayerSessionChangeDelegate)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Not implemented for default implementation
|
||
|
*/
|
||
|
function ClearMultiplayerSessionChangeDelegate(delegate<OnMultiplayerSessionChange> MultiplayerSessionChangeDelegate)
|
||
|
{
|
||
|
}
|
||
|
//@HSL_END_XBOX
|
||
|
|
||
|
/**
|
||
|
* Not implemented for default implementation
|
||
|
*/
|
||
|
function bool QueryMatchmakingForSession(byte ScoutingPlayerNum, name SessionName, int MatchTimeout, optional EOnlineCreateGameSessionFlag CreateGameSessionType=OCGSF_New)
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Not implemented for default implementation
|
||
|
*/
|
||
|
function bool QueryMatchmakingForSessionWithHopper(byte ScoutingPlayerNum, name SessionName, int MatchTimeout, string HopperName, optional EOnlineCreateGameSessionFlag CreateGameSessionType=OCGSF_New)
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
delegate OnQueryMatchmakingForSessionComplete(name SessionName, bool bWasSuccessful);
|
||
|
|
||
|
/**
|
||
|
* Not implemented for default implementation
|
||
|
*/
|
||
|
function AddQueryMatchmakingForSessionCompleteDelegate(delegate<OnQueryMatchmakingForSessionComplete> QueryMatchmakingForSessionCompleteDelegate)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Not implemented for default implementation
|
||
|
*/
|
||
|
function ClearQueryMatchmakingForSessionCompleteDelegate(delegate<OnQueryMatchmakingForSessionComplete> QueryMatchmakingForSessionCompleteDelegate)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Delete the match ticket associated with a session. Call when cancelling matchmaking.
|
||
|
* Assumes the default hopper.
|
||
|
*
|
||
|
* @param SessionName The name of the session to delete the ticket for
|
||
|
*/
|
||
|
function bool DeleteMatchTicket(byte ScoutingPlayerNum, name SessionName);
|
||
|
|
||
|
/**
|
||
|
* Delete the match ticket associated with a session. Call when cancelling matchmaking.
|
||
|
*
|
||
|
* @param SessionName The name of the session to delete the ticket for
|
||
|
* @param HopperName The name of the Hopper used to search matchmaking
|
||
|
*/
|
||
|
function bool DeleteMatchTicketWithHopper(byte ScoutingPlayerNum, name SessionName, string HopperName);
|
||
|
|
||
|
/**
|
||
|
* Delegate fired when deleting a match ticket completes
|
||
|
*
|
||
|
* @param SessionName the name of the session this callback is for
|
||
|
* @param bWasSuccessful true if the async action completed without error, false if there was an error
|
||
|
*/
|
||
|
delegate OnDeleteMatchTicketComplete(name SessionName, bool bWasSuccessful);
|
||
|
|
||
|
/**
|
||
|
* Sets the delegate used to notify the gameplay code that the matchmaking query
|
||
|
* has completed
|
||
|
*
|
||
|
* @param DeleteMatchTicketCompleteDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function AddDeleteMatchTicketCompleteDelegate(delegate<OnDeleteMatchTicketComplete> DeleteMatchTicketCompleteDelegate);
|
||
|
|
||
|
/**
|
||
|
* Removes the delegate from the list of notifications
|
||
|
*
|
||
|
* @param DeleteMatchTicketCompleteDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function ClearDeleteMatchTicketCompleteDelegate(delegate<OnDeleteMatchTicketComplete> DeleteMatchTicketCompleteDelegate);
|
||
|
|
||
|
/**
|
||
|
* Queue a custom session property for update
|
||
|
* NOT updated until UpdateSessionProperties() is called
|
||
|
*
|
||
|
* @param SessionName name of the session to update
|
||
|
* @param PropertyName property to update
|
||
|
* @param PropertyValue new value of property
|
||
|
*/
|
||
|
function bool SetCustomSessionProperty(name SessionName, string PropertyName, string PropertyValue);
|
||
|
|
||
|
/**
|
||
|
* Queue a custom session property for delete
|
||
|
* NOT updated until UpdateSessionProperties() is called
|
||
|
*
|
||
|
* @param SessionName name of the session to update
|
||
|
* @param PropertyName property to delete
|
||
|
*/
|
||
|
function bool DeleteCustomSessionProperty(name SessionName, string PropertyName);
|
||
|
|
||
|
/**
|
||
|
* Queue a custom session member property for update
|
||
|
* NOT updated until UpdateSessionProperties() is called
|
||
|
*
|
||
|
* @param SessionName name of the session to update
|
||
|
* @param PropertyName property to update
|
||
|
* @param PropertyValue new value of property
|
||
|
*/
|
||
|
function bool SetCustomMemberProperty(name SessionName, string PropertyName, string PropertyValue);
|
||
|
|
||
|
/**
|
||
|
* Queue a custom session member property for delete
|
||
|
* NOT updated until UpdateSessionProperties() is called
|
||
|
*
|
||
|
* @param SessionName name of the session to update
|
||
|
* @param PropertyName property to delete
|
||
|
*/
|
||
|
function bool DeleteCustomMemberProperty(name SessionName, string PropertyName);
|
||
|
|
||
|
/**
|
||
|
* Update the queued properties for the session
|
||
|
*
|
||
|
* @param SessionName name of the session to update
|
||
|
*/
|
||
|
function bool UpdateSessionProperties(byte ScoutingUserNum, name SessionName);
|
||
|
|
||
|
/**
|
||
|
* Delegate fired when updating session properties is complete
|
||
|
*
|
||
|
* @param SessionName the name of the session this callback is for
|
||
|
* @param bWasSuccessful true if the async action completed without error, false if there was an error
|
||
|
*/
|
||
|
delegate OnUpdateSessionPropertiesComplete(name SessionName, bool bWasSuccessful);
|
||
|
|
||
|
/**
|
||
|
* Sets the delegate used to notify the gameplay code that the session properties update
|
||
|
* has completed
|
||
|
*
|
||
|
* @param UpdateSessionPropertiesCompleteDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function AddUpdateSessionPropertiesCompleteDelegate(delegate<OnUpdateSessionPropertiesComplete> UpdateSessionPropertiesCompleteDelegate);
|
||
|
|
||
|
/**
|
||
|
* Removes the delegate from the list of notifications
|
||
|
*
|
||
|
* @param UpdateSessionPropertiesCompleteDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function ClearUpdateSessionPropertiesCompleteDelegate(delegate<OnUpdateSessionPropertiesComplete> UpdateSessionPropertiesCompleteDelegate);
|
||
|
|
||
|
/**
|
||
|
* Delegate fired when the List of available Game Players has changed
|
||
|
*
|
||
|
* @param SessionName the name of the session this callback is for
|
||
|
* @param Players the array of available Game Players for the session
|
||
|
*/
|
||
|
delegate OnGamePlayersChanged(name SessionName, array<UniqueNetId> Players);
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Sets the delegate used to notify the gameplay code that the list of
|
||
|
* available game players has changed
|
||
|
*
|
||
|
* @param GamePlayersChangedDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function AddGamePlayersChangedDelegate(delegate<OnGamePlayersChanged> GamePlayersChangedDelegate)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Removes the delegate from the list of notifications
|
||
|
*
|
||
|
* @param GamePlayersChangedDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function ClearGamePlayersChangedDelegate(delegate<OnGamePlayersChanged> GamePlayersChangedDelegate)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Delegate fired when the status of a match session has changed
|
||
|
*
|
||
|
* @param SessionName the name of the session this callback is for
|
||
|
*/
|
||
|
delegate OnMatchStatusChanged(name SessionName, byte Status);
|
||
|
|
||
|
/**
|
||
|
* Sets the delegate used to notify the gameplay code that the match status
|
||
|
* has changed
|
||
|
*
|
||
|
* @param MatchStatusChangedDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function AddMatchStatusChangedDelegate(delegate<OnMatchStatusChanged> MatchStatusChangedDelegate)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Removes the delegate from the list of notifications
|
||
|
*
|
||
|
* @param MatchStatusChangedDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function ClearMatchStatusChangedDelegate(delegate<OnMatchStatusChanged> MatchStatusChangedDelegate)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Leave an online game session
|
||
|
*
|
||
|
* @param LocalPlayerNum the player to leave
|
||
|
* @param SessionName the session to leave
|
||
|
* @param bClearSessionIfHost completely clears the session immediately (ie synchronously) if we are the host
|
||
|
*/
|
||
|
function bool LeaveOnlineSession(byte LocalPlayerNum, name SessionName, optional bool bClearSessionIfHost = false)
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Leaves all online game sessions
|
||
|
*
|
||
|
* @param bClearSessionIfHost completely clears the sessions immediately (ie synchronously) if we are the host
|
||
|
*/
|
||
|
function LeaveAllOnlineSessions(optional bool bClearSessionIfHost = false);
|
||
|
|
||
|
/**
|
||
|
* Get a list of sessions for a user
|
||
|
*
|
||
|
* @param LocalPlayerNum The player to query
|
||
|
*/
|
||
|
function bool QuerySessionsForUser(byte LocalPlayerNum)
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Get a list of sessions with a keyword
|
||
|
*
|
||
|
* @param LocalPlayerNum The player who is requesting the sessions
|
||
|
* @param Keyword The keyworkd to search session with
|
||
|
* @param SearchSettings the desired search to bind the session to
|
||
|
*/
|
||
|
function bool QuerySessionsByKeyword(byte LocalPlayerNum, string Keyword, OnlineGameSearch SearchSettings)
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Delegate fired when QuerySessionsForUser has completed
|
||
|
*
|
||
|
* @param LocalPlayerNum the player queried
|
||
|
* @param bWasSuccessful true if the async action completed without error, false if there was an error
|
||
|
*/
|
||
|
delegate OnQuerySessionsForUserComplete(byte LocalPlayerNum, bool bWasSuccessful);
|
||
|
|
||
|
/**
|
||
|
* Sets the delegate used to notify the gameplay code that the query request
|
||
|
* has completed
|
||
|
*
|
||
|
* @param QuerySessionsForUserCompleteDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function AddQuerySessionsForUserCompleteDelegate(delegate<OnQuerySessionsForUserComplete> QuerySessionsForUserCompleteDelegate)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Removes the delegate from the list of notifications
|
||
|
*
|
||
|
* @param QuerySessionsForUserCompleteDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function ClearQuerySessionsForUserCompleteDelegate(delegate<OnQuerySessionsForUserComplete> QuerySessionsForUserCompleteDelegate)
|
||
|
{
|
||
|
}
|
||
|
//@HSL_END_XBOX
|
||
|
|
||
|
/**
|
||
|
* Returns the platform specific connection information for joining the match.
|
||
|
* Call this function from the delegate of join completion
|
||
|
*
|
||
|
* @param SessionName the name of the session to fetch the connection information for
|
||
|
* @param ConnectInfo the out var containing the platform specific connection information
|
||
|
*
|
||
|
* @return true if the call was successful, false otherwise
|
||
|
*/
|
||
|
native function bool GetResolvedConnectString(name SessionName,out string ConnectInfo);
|
||
|
|
||
|
/**
|
||
|
* Registers a player with the online service as being part of the online game
|
||
|
*
|
||
|
* @param SessionName the name of the session the player is joining
|
||
|
* @param UniquePlayerId the player to register with the online service
|
||
|
* @param bWasInvited whether the player was invited to the game or searched for it
|
||
|
*
|
||
|
* @return true if the call succeeds, false otherwise
|
||
|
*/
|
||
|
function bool RegisterPlayer(name SessionName,UniqueNetId PlayerId,bool bWasInvited);
|
||
|
|
||
|
/**
|
||
|
* Registers a group of players with the online service as being part of the online game
|
||
|
*
|
||
|
* @param SessionName the name of the session the player is joining
|
||
|
* @param Players the list of players to register with the online service
|
||
|
*
|
||
|
* @return true if the call succeeds, false otherwise
|
||
|
*/
|
||
|
function bool RegisterPlayers(name SessionName,const out array<UniqueNetId> Players);
|
||
|
|
||
|
/**
|
||
|
* Delegate fired when the registration process has completed
|
||
|
*
|
||
|
* @param SessionName the name of the session the player joined or not
|
||
|
* @param PlayerId the player that was unregistered from the online service
|
||
|
* @param bWasSuccessful true if the async action completed without error, false if there was an error
|
||
|
*/
|
||
|
delegate OnRegisterPlayerComplete(name SessionName,UniqueNetId PlayerId,bool bWasSuccessful);
|
||
|
|
||
|
/**
|
||
|
* Sets the delegate used to notify the gameplay code that the player
|
||
|
* registration request they submitted has completed
|
||
|
*
|
||
|
* @param RegisterPlayerCompleteDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function AddRegisterPlayerCompleteDelegate(delegate<OnRegisterPlayerComplete> RegisterPlayerCompleteDelegate);
|
||
|
|
||
|
/**
|
||
|
* Removes the delegate from the notify list
|
||
|
*
|
||
|
* @param RegisterPlayerCompleteDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function ClearRegisterPlayerCompleteDelegate(delegate<OnRegisterPlayerComplete> RegisterPlayerCompleteDelegate);
|
||
|
|
||
|
/**
|
||
|
* Unregisters a player with the online service as being part of the online game
|
||
|
*
|
||
|
* @param SessionName the name of the session the player is leaving
|
||
|
* @param PlayerId the player to unregister with the online service
|
||
|
*
|
||
|
* @return true if the call succeeds, false otherwise
|
||
|
*/
|
||
|
function bool UnregisterPlayer(name SessionName,UniqueNetId PlayerId);
|
||
|
|
||
|
/**
|
||
|
* Unregisters a group of players with the online service as being part of the online game
|
||
|
*
|
||
|
* @param SessionName the name of the session the player is joining
|
||
|
* @param Players the list of players to unregister with the online service
|
||
|
*
|
||
|
* @return true if the call succeeds, false otherwise
|
||
|
*/
|
||
|
function bool UnregisterPlayers(name SessionName,const out array<UniqueNetId> Players);
|
||
|
|
||
|
/**
|
||
|
* Delegate fired when the unregistration process has completed
|
||
|
*
|
||
|
* @param SessionName the name of the session the player left
|
||
|
* @param PlayerId the player that was unregistered from the online service
|
||
|
* @param bWasSuccessful true if the async action completed without error, false if there was an error
|
||
|
*/
|
||
|
delegate OnUnregisterPlayerComplete(name SessionName,UniqueNetId PlayerId,bool bWasSuccessful);
|
||
|
|
||
|
/**
|
||
|
* Sets the delegate used to notify the gameplay code that the player
|
||
|
* unregistration request they submitted has completed
|
||
|
*
|
||
|
* @param UnregisterPlayerCompleteDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function AddUnregisterPlayerCompleteDelegate(delegate<OnUnregisterPlayerComplete> UnregisterPlayerCompleteDelegate);
|
||
|
|
||
|
/**
|
||
|
* Removes the delegate from the notify list
|
||
|
*
|
||
|
* @param UnregisterPlayerCompleteDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function ClearUnregisterPlayerCompleteDelegate(delegate<OnUnregisterPlayerComplete> UnregisterPlayerCompleteDelegate);
|
||
|
//@ZOMBIE_PS4_BEGIN
|
||
|
delegate OnRetrievedGameSettingsForIP( bool bSuccessful, const out OnlineGameSearchResult ConnectResult );
|
||
|
|
||
|
//* ===================================================================================
|
||
|
//* @function AddOnRetrieveGameSettingsForIPDelegate
|
||
|
//* @date Mar 09, 2011 02:28PM
|
||
|
//* @author Brandon Johnson
|
||
|
//* @brief Adds a retrieve game settings for IP delegate
|
||
|
//* @param NewRetrieveIPDelegate is the new delegate
|
||
|
//* ===================================================================================
|
||
|
function AddOnRetrieveGameSettingsForIPDelegate( delegate<OnRetrievedGameSettingsForIP> NewRetrieveIPDelegate );
|
||
|
|
||
|
//* ===================================================================================
|
||
|
//* @function ClearOnRetrieveGameSettingsForIPDelegate
|
||
|
//* @date Mar 09, 2011 02:29PM
|
||
|
//* @author Brandon Johnson
|
||
|
//* @brief Removes a retrieve game settings for IP delegate
|
||
|
//* @param RetrieveIPDelegate is the delegate to remove
|
||
|
//* ===================================================================================
|
||
|
function ClearOnRetrieveGameSettingsForIPDelegate( delegate<OnRetrievedGameSettingsForIP> RetrieveIPDelegate );
|
||
|
|
||
|
//* ===================================================================================
|
||
|
//* @function RetrieveGameSettingsForIP
|
||
|
//* @date Mar 09, 2011 02:29PM
|
||
|
//* @author Brandon Johnson
|
||
|
//* @brief Retrieves the game settings for a particular IP address. Fires off a OnRetrievedGameSettingsForIP delegate when complete
|
||
|
//* @param IPAddress is the string representation of the IP address in the form xxx.xxx.xxx.xxx:xxxx
|
||
|
//* ===================================================================================
|
||
|
function RetrieveGameSettingsForIP( string IPAddress );
|
||
|
//@ZOMBIE_PS4_END
|
||
|
|
||
|
/**
|
||
|
* Marks an online game as in progress (as opposed to being in lobby or pending)
|
||
|
*
|
||
|
* @param SessionName the name of the session that is being started
|
||
|
*
|
||
|
* @return true if the call succeeds, false otherwise
|
||
|
*/
|
||
|
native function bool StartOnlineGame(name SessionName);
|
||
|
|
||
|
/**
|
||
|
* Delegate fired when the online game has transitioned to the started state
|
||
|
*
|
||
|
* @param SessionName the name of the session the that has transitioned to started
|
||
|
* @param bWasSuccessful true if the async action completed without error, false if there was an error
|
||
|
*/
|
||
|
delegate OnStartOnlineGameComplete(name SessionName,bool bWasSuccessful);
|
||
|
|
||
|
/**
|
||
|
* Sets the delegate used to notify the gameplay code that the online game has
|
||
|
* transitioned to the started state.
|
||
|
*
|
||
|
* @param StartOnlineGameCompleteDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function AddStartOnlineGameCompleteDelegate(delegate<OnStartOnlineGameComplete> StartOnlineGameCompleteDelegate)
|
||
|
{
|
||
|
if (StartOnlineGameCompleteDelegates.Find(StartOnlineGameCompleteDelegate) == INDEX_NONE)
|
||
|
{
|
||
|
StartOnlineGameCompleteDelegates[StartOnlineGameCompleteDelegates.Length] = StartOnlineGameCompleteDelegate;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Removes the delegate from the notify list
|
||
|
*
|
||
|
* @param StartOnlineGameCompleteDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function ClearStartOnlineGameCompleteDelegate(delegate<OnStartOnlineGameComplete> StartOnlineGameCompleteDelegate)
|
||
|
{
|
||
|
local int RemoveIndex;
|
||
|
|
||
|
RemoveIndex = StartOnlineGameCompleteDelegates.Find(StartOnlineGameCompleteDelegate);
|
||
|
if (RemoveIndex != INDEX_NONE)
|
||
|
{
|
||
|
StartOnlineGameCompleteDelegates.Remove(RemoveIndex,1);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Marks an online game as having been ended
|
||
|
*
|
||
|
* @param SessionName the name of the session the to end
|
||
|
*
|
||
|
* @return true if the call succeeds, false otherwise
|
||
|
*/
|
||
|
native function bool EndOnlineGame(name SessionName);
|
||
|
|
||
|
/**
|
||
|
* Delegate fired when the online game has transitioned to the ending game state
|
||
|
*
|
||
|
* @param SessionName the name of the session the that was ended
|
||
|
* @param bWasSuccessful true if the async action completed without error, false if there was an error
|
||
|
*/
|
||
|
delegate OnEndOnlineGameComplete(name SessionName,bool bWasSuccessful);
|
||
|
|
||
|
/**
|
||
|
* Sets the delegate used to notify the gameplay code that the online game has
|
||
|
* transitioned to the ending state.
|
||
|
*
|
||
|
* @param EndOnlineGameCompleteDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function AddEndOnlineGameCompleteDelegate(delegate<OnEndOnlineGameComplete> EndOnlineGameCompleteDelegate)
|
||
|
{
|
||
|
if (EndOnlineGameCompleteDelegates.Find(EndOnlineGameCompleteDelegate) == INDEX_NONE)
|
||
|
{
|
||
|
EndOnlineGameCompleteDelegates[EndOnlineGameCompleteDelegates.Length] = EndOnlineGameCompleteDelegate;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Removes the delegate from the notify list
|
||
|
*
|
||
|
* @param EndOnlineGameCompleteDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function ClearEndOnlineGameCompleteDelegate(delegate<OnEndOnlineGameComplete> EndOnlineGameCompleteDelegate)
|
||
|
{
|
||
|
local int RemoveIndex;
|
||
|
|
||
|
RemoveIndex = EndOnlineGameCompleteDelegates.Find(EndOnlineGameCompleteDelegate);
|
||
|
if (RemoveIndex != INDEX_NONE)
|
||
|
{
|
||
|
EndOnlineGameCompleteDelegates.Remove(RemoveIndex,1);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Tells the game to register with the underlying arbitration server if available
|
||
|
*
|
||
|
* @param SessionName the name of the session to register for arbitration with
|
||
|
*/
|
||
|
function bool RegisterForArbitration(name SessionName);
|
||
|
|
||
|
/**
|
||
|
* Delegate fired when the online game has completed registration for arbitration
|
||
|
*
|
||
|
* @param SessionName the name of the session the that had arbitration pending
|
||
|
* @param bWasSuccessful true if the async action completed without error, false if there was an error
|
||
|
*/
|
||
|
delegate OnArbitrationRegistrationComplete(name SessionName,bool bWasSuccessful);
|
||
|
|
||
|
/**
|
||
|
* Sets the notification callback to use when arbitration registration has completed
|
||
|
*
|
||
|
* @param ArbitrationRegistrationCompleteDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function AddArbitrationRegistrationCompleteDelegate(delegate<OnArbitrationRegistrationComplete> ArbitrationRegistrationCompleteDelegate);
|
||
|
|
||
|
/**
|
||
|
* Removes the specified delegate from the notification list
|
||
|
*
|
||
|
* @param ArbitrationRegistrationCompleteDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function ClearArbitrationRegistrationCompleteDelegate(delegate<OnArbitrationRegistrationComplete> ArbitrationRegistrationCompleteDelegate);
|
||
|
|
||
|
/**
|
||
|
* Returns the list of arbitrated players for the arbitrated session
|
||
|
*
|
||
|
* @param SessionName the name of the session to get the arbitration results for
|
||
|
*
|
||
|
* @return the list of players that are registered for this session
|
||
|
*/
|
||
|
function array<OnlineArbitrationRegistrant> GetArbitratedPlayers(name SessionName);
|
||
|
|
||
|
/**
|
||
|
* Called when a user accepts a game invitation. Allows the gameplay code a chance
|
||
|
* to clean up any existing state before accepting the invite. The invite must be
|
||
|
* accepted by calling AcceptGameInvite() on the OnlineGameInterface after clean up
|
||
|
* has completed
|
||
|
*
|
||
|
* @param InviteResult the search/settings for the game we're joining via invite
|
||
|
*/
|
||
|
//@HSL_BEGIN - JRO - 3/21/2016 - PS4 Sessions
|
||
|
delegate OnGameInviteAccepted(const out OnlineGameSearchResult InviteResult, OnGameInviteAcceptedResult ResultReason);
|
||
|
//@HSL_END
|
||
|
|
||
|
/**
|
||
|
* Sets the delegate used to notify the gameplay code when a game invite has been accepted
|
||
|
*
|
||
|
* @param LocalUserNum the user to request notification for
|
||
|
* @param GameInviteAcceptedDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function AddGameInviteAcceptedDelegate(byte LocalUserNum,delegate<OnGameInviteAccepted> GameInviteAcceptedDelegate);
|
||
|
|
||
|
/**
|
||
|
* Removes the specified delegate from the notification list
|
||
|
*
|
||
|
* @param LocalUserNum the user to request notification for
|
||
|
* @param GameInviteAcceptedDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function ClearGameInviteAcceptedDelegate(byte LocalUserNum,delegate<OnGameInviteAccepted> GameInviteAcceptedDelegate);
|
||
|
|
||
|
/**
|
||
|
* Tells the online subsystem to accept the game invite that is currently pending
|
||
|
*
|
||
|
* @param LocalUserNum the local user accepting the invite
|
||
|
* @param SessionName the name of the session this invite is to be known as
|
||
|
*
|
||
|
* @return true if the game invite was able to be accepted, false otherwise
|
||
|
*/
|
||
|
//@HSL_BEGIN - JRO - 3/21/2016 - PS4 Sessions - Extra parameter to make sure we accept the correct game!
|
||
|
function bool AcceptGameInvite(byte LocalUserNum,name SessionName,const out OnlineGameSearchResult DesiredGame);
|
||
|
//@HSL_END
|
||
|
|
||
|
//@HSL_BEGIN - JRO - 6/10/2016 - Play Together
|
||
|
delegate OnPlayTogetherStarted();
|
||
|
function AddPlayTogetherStartedDelegate(byte LocalUserNum,delegate<OnPlayTogetherStarted> PlayTogetherStartedDelegate);
|
||
|
function ClearPlayTogetherStartedDelegate(byte LocalUserNum,delegate<OnPlayTogetherStarted> PlayTogetherStartedDelegate);
|
||
|
|
||
|
function array<string> GetPendingMembersToInvite()
|
||
|
{
|
||
|
return PendingMembersToInvite;
|
||
|
}
|
||
|
function ResetPendingMembersToInvite()
|
||
|
{
|
||
|
PendingMembersToInvite.length = 0;
|
||
|
}
|
||
|
function SetPendingMembersToInvite(array<string> Members)
|
||
|
{
|
||
|
PendingMembersToInvite = Members;
|
||
|
}
|
||
|
//@HSL_END
|
||
|
|
||
|
/**
|
||
|
* Updates the current session's skill rating using the list of players' skills
|
||
|
*
|
||
|
* @param SessionName the name of the session to update the skill rating for
|
||
|
* @param Players the set of players to use in the skill calculation
|
||
|
*
|
||
|
* @return true if the update succeeded, false otherwise
|
||
|
*/
|
||
|
function bool RecalculateSkillRating(name SessionName,const out array<UniqueNetId> Players);
|
||
|
|
||
|
/**
|
||
|
* Delegate fired when a skill rating request has completed
|
||
|
*
|
||
|
* @param SessionName the name of the session this callback is for
|
||
|
* @param bWasSuccessful true if the async action completed without error, false if there was an error
|
||
|
*/
|
||
|
delegate OnRecalculateSkillRatingComplete(name SessionName,bool bWasSuccessful);
|
||
|
|
||
|
/**
|
||
|
* Adds a delegate to the list of objects that want to be notified
|
||
|
*
|
||
|
* @param RecalculateSkillRatingCompleteDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function AddRecalculateSkillRatingCompleteDelegate(delegate<OnRecalculateSkillRatingComplete> RecalculateSkillRatingCompleteDelegate);
|
||
|
|
||
|
/**
|
||
|
* Removes a delegate from the list of objects that want to be notified
|
||
|
*
|
||
|
* @param RecalculateSkillRatingCompleteDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function ClearRecalculateSkillRatingCompleteDelegate(delegate<OnRecalculateSkillRatingComplete> RecalculateSkillRatingGameCompleteDelegate);
|
||
|
|
||
|
/**
|
||
|
* Migrates an existing online game on the host.
|
||
|
* NOTE: online game migration is an async process and does not complete
|
||
|
* until the OnMigrateOnlineGameComplete delegate is called.
|
||
|
*
|
||
|
* @param HostingPlayerNum the index of the player now hosting the match
|
||
|
* @param SessionName the name of the existing session to migrate
|
||
|
*
|
||
|
* @return true if successful migrating the session, false otherwise
|
||
|
*/
|
||
|
function bool MigrateOnlineGame(byte HostingPlayerNum,name SessionName);
|
||
|
|
||
|
/**
|
||
|
* Delegate fired when a create request has completed
|
||
|
*
|
||
|
* @param SessionName the name of the session this callback is for
|
||
|
* @param bWasSuccessful true if the async action completed without error, false if there was an error
|
||
|
*/
|
||
|
delegate OnMigrateOnlineGameComplete(name SessionName,bool bWasSuccessful);
|
||
|
|
||
|
/**
|
||
|
* Sets the delegate used to notify the gameplay code when the session migration completes
|
||
|
*
|
||
|
* @param MigrateOnlineGameCompleteDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function AddMigrateOnlineGameCompleteDelegate(delegate<OnMigrateOnlineGameComplete> MigrateOnlineGameCompleteDelegate)
|
||
|
//@ZOMBIE_PS4_BEGIN - ACS - Sep 06, 2013 01:10PM - Implementing this function because it is extremely generic.
|
||
|
{
|
||
|
if (MigrateOnlineGameCompleteDelegates.Find(MigrateOnlineGameCompleteDelegate) == INDEX_NONE)
|
||
|
{
|
||
|
MigrateOnlineGameCompleteDelegates.AddItem(MigrateOnlineGameCompleteDelegate);
|
||
|
}
|
||
|
}
|
||
|
//@ZOMBIE_PS4_END
|
||
|
|
||
|
/**
|
||
|
* Removes the delegate from the list of notifications
|
||
|
*
|
||
|
* @param MigrateOnlineGameCompleteDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function ClearMigrateOnlineGameCompleteDelegate(delegate<OnMigrateOnlineGameComplete> MigrateOnlineGameCompleteDelegate)
|
||
|
//@ZOMBIE_PS4_BEGIN - ACS - Sep 06, 2013 01:10PM - <What Was Changed>
|
||
|
{
|
||
|
local int RemoveIndex;
|
||
|
|
||
|
RemoveIndex = MigrateOnlineGameCompleteDelegates.Find(MigrateOnlineGameCompleteDelegate);
|
||
|
if (RemoveIndex != INDEX_NONE)
|
||
|
{
|
||
|
MigrateOnlineGameCompleteDelegates.Remove(RemoveIndex,1);
|
||
|
}
|
||
|
}
|
||
|
//@ZOMBIE_PS4_END
|
||
|
|
||
|
/**
|
||
|
* Joins the migrated game specified
|
||
|
*
|
||
|
* @param PlayerNum the index of the player about to join a match
|
||
|
* @param SessionName the name of the migrated session to join
|
||
|
* @param DesiredGame the desired migrated game to join
|
||
|
*
|
||
|
* @return true if the call completed successfully, false otherwise
|
||
|
*/
|
||
|
function bool JoinMigratedOnlineGame(byte PlayerNum,name SessionName,const out OnlineGameSearchResult DesiredGame);
|
||
|
|
||
|
/**
|
||
|
* Delegate fired when the joing process for a migrated online game has completed
|
||
|
*
|
||
|
* @param SessionName the name of the session this callback is for
|
||
|
* @param bWasSuccessful true if the async action completed without error, false if there was an error
|
||
|
*/
|
||
|
delegate OnJoinMigratedOnlineGameComplete(name SessionName,bool bWasSuccessful);
|
||
|
|
||
|
/**
|
||
|
* Sets the delegate used to notify the gameplay code that the join request for a migrated session they
|
||
|
* kicked off has completed
|
||
|
*
|
||
|
* @param JoinMigratedOnlineGameCompleteDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function AddJoinMigratedOnlineGameCompleteDelegate(delegate<OnJoinMigratedOnlineGameComplete> JoinMigratedOnlineGameCompleteDelegate)
|
||
|
{
|
||
|
if (JoinMigratedOnlineGameCompleteDelegates.Find(JoinMigratedOnlineGameCompleteDelegate) == INDEX_NONE)
|
||
|
{
|
||
|
JoinMigratedOnlineGameCompleteDelegates.AddItem(JoinMigratedOnlineGameCompleteDelegate);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Removes the delegate from the list of notifications
|
||
|
*
|
||
|
* @param JoinMigratedOnlineGameCompleteDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function ClearJoinMigratedOnlineGameCompleteDelegate(delegate<OnJoinMigratedOnlineGameComplete> JoinMigratedOnlineGameCompleteDelegate)
|
||
|
{
|
||
|
local int RemoveIndex;
|
||
|
|
||
|
RemoveIndex = JoinMigratedOnlineGameCompleteDelegates.Find(JoinMigratedOnlineGameCompleteDelegate);
|
||
|
if (RemoveIndex != INDEX_NONE)
|
||
|
{
|
||
|
JoinMigratedOnlineGameCompleteDelegates.Remove(RemoveIndex,1);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Fetches the additional data a session exposes outside of the online service.
|
||
|
* NOTE: notifications will come from the OnFindOnlineGamesComplete delegate
|
||
|
*
|
||
|
* @param StartAt the search result index to start gathering the extra information for
|
||
|
* @param NumberToQuery the number of additional search results to get the data for
|
||
|
*
|
||
|
* @return true if the query was started, false otherwise
|
||
|
*/
|
||
|
function bool QueryNonAdvertisedData(int StartAt,int NumberToQuery);
|
||
|
|
||
|
/**
|
||
|
* Serializes the platform specific data into the provided buffer for the specified search result
|
||
|
*
|
||
|
* @param DesiredGame the game to copy the platform specific data for
|
||
|
* @param PlatformSpecificInfo the buffer to fill with the platform specific information
|
||
|
*
|
||
|
* @return true if successful serializing the data, false otherwise
|
||
|
*/
|
||
|
native function bool ReadPlatformSpecificSessionInfo(const out OnlineGameSearchResult DesiredGame,out byte PlatformSpecificInfo[80]);
|
||
|
|
||
|
/**
|
||
|
* Serializes the platform specific data into the provided buffer for the specified settings object.
|
||
|
* NOTE: This can only be done for a session that is bound to the online system
|
||
|
*
|
||
|
* @param GameSettings the game to copy the platform specific data for
|
||
|
* @param PlatformSpecificInfo the buffer to fill with the platform specific information
|
||
|
*
|
||
|
* @return true if successful reading the data for the session, false otherwise
|
||
|
*/
|
||
|
//@ZOMBIE_PS4_BEGIN - BWJ - 4-13-08 - Adding NATIVE Implementation of this function
|
||
|
native function bool ReadPlatformSpecificSessionInfoBySessionName(name SessionName,out byte PlatformSpecificInfo[80]);
|
||
|
//@ZOMBIE_PS4_END
|
||
|
|
||
|
//@HSL_BEGIN - JRO - 3/21/2016 - PS4 Sessions
|
||
|
/**
|
||
|
* Serializes the platform specific data into the provided buffer for the specified settings object.
|
||
|
* NOTE: This can only be done for a session that is bound to the online system
|
||
|
*
|
||
|
* @param GameSettings the game to copy the platform specific data for
|
||
|
* @param PlatformSpecificInfo the buffer to fill with the platform specific information
|
||
|
*
|
||
|
* @return true if successful reading the data for the session, false otherwise
|
||
|
*/
|
||
|
function bool ReadSessionGuidBySessionName(name SessionName,out string SessionGuid);
|
||
|
//@HSL_END
|
||
|
|
||
|
/**
|
||
|
* Creates a search result out of the platform specific data and adds that to the specified search object
|
||
|
*
|
||
|
* @param SearchingPlayerNum the index of the player searching for a match
|
||
|
* @param SearchSettings the desired search to bind the session to
|
||
|
* @param PlatformSpecificInfo the platform specific information to convert to a server object
|
||
|
*
|
||
|
* @return true if successful searching for sessions, false otherwise
|
||
|
*/
|
||
|
native function bool BindPlatformSpecificSessionToSearch(byte SearchingPlayerNum,OnlineGameSearch SearchSettings,byte PlatformSpecificInfo[80]);
|
||
|
|
||
|
//@HSL_BEGIN - JRO - 3/21/2016 - PS4 Sessions
|
||
|
/**
|
||
|
* Creates a search result out of the session GUID and adds that to the specified search object
|
||
|
*
|
||
|
* @param SearchingPlayerNum the index of the player searching for a match
|
||
|
* @param SearchSettings the desired search to bind the session to
|
||
|
* @param SessionGuid the session GUID to convert to a server object
|
||
|
*
|
||
|
* @return true if successful serializing the data, false otherwise
|
||
|
*/
|
||
|
function bool BindSessionGuidToSearch(byte SearchingPlayerNum,OnlineGameSearch SearchSettings,string SessionGuid);
|
||
|
//@HSL_END
|
||
|
|
||
|
/**
|
||
|
* Delegate fired when QoS status has changed for a given search
|
||
|
*
|
||
|
* @param NumComplete the number completed thus far
|
||
|
* @param NumTotal the number of QoS requests total
|
||
|
*/
|
||
|
delegate OnQosStatusChanged(int NumComplete,int NumTotal);
|
||
|
|
||
|
/**
|
||
|
* Adds a delegate to the list of objects that want to be notified
|
||
|
*
|
||
|
* @param QosStatusChangedDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function AddQosStatusChangedDelegate(delegate<OnQosStatusChanged> QosStatusChangedDelegate);
|
||
|
|
||
|
/**
|
||
|
* Removes the delegate from the list of notifications
|
||
|
*
|
||
|
* @param QosStatusChangedDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function ClearQosStatusChangedDelegate(delegate<OnQosStatusChanged> QosStatusChangedDelegate);
|
||
|
//@ZOMBIE_PS4_BEGIN
|
||
|
/**
|
||
|
* Starts an async query for the total players. This is the amount of players the system thinks is playing right now, globally,
|
||
|
* not just on a specific server.
|
||
|
*
|
||
|
* @return TRUE if async call started, FALSE otherwise.
|
||
|
*/
|
||
|
function bool GetNumberOfCurrentPlayers();
|
||
|
|
||
|
function int GetNumberOfCurrentPlayersCached();
|
||
|
|
||
|
/**
|
||
|
* Called when the async player count has completed
|
||
|
*
|
||
|
* @param TotalPlayers Count of players. -1 if unknown or error.
|
||
|
*/
|
||
|
delegate OnGetNumberOfCurrentPlayersComplete(int TotalPlayers);
|
||
|
|
||
|
/**
|
||
|
* Sets the delegate used to notify the gameplay code that the player count request has completed
|
||
|
*
|
||
|
* @param GetNumberOfCurrentPlayersCompleteDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function AddGetNumberOfCurrentPlayersCompleteDelegate(delegate<OnGetNumberOfCurrentPlayersComplete> GetNumberOfCurrentPlayersCompleteDelegate);
|
||
|
|
||
|
/**
|
||
|
* Clears the delegate used to notify the gameplay code that the player count read request has completed
|
||
|
*
|
||
|
* @param GetNumberOfCurrentPlayersCompleteDelegate the delegate to use for notifications
|
||
|
*/
|
||
|
function ClearGetNumberOfCurrentPlayersCompleteDelegate(delegate<OnGetNumberOfCurrentPlayersComplete> GetNumberOfCurrentPlayersCompleteDelegate);
|
||
|
|
||
|
function bool SendPlayerList( const array<PlayerReplicationInfo> Players );
|
||
|
|
||
|
function string GetRoomId();
|
||
|
|
||
|
delegate OnGetRoomIdFromTitleService(qword RoomId);
|
||
|
function GetRoomIdFromTitleService(qword DataId);
|
||
|
function GetRoomIdFromSessionId(string SessionId);
|
||
|
function AddGetRoomIdFromTitleServiceDelegate(delegate<OnGetRoomIdFromTitleService> InDelegate);
|
||
|
function ClearGetRoomIdFromTitleServiceDelegate(delegate<OnGetRoomIdFromTitleService> InDelegate);
|
||
|
|
||
|
function bool IsAllowedToNetworkHost() { return true; };
|
||
|
function RunBandwidthTest(){};
|
||
|
//@ZOMBIE_PS4_BEGIN
|
||
|
|
||
|
`if(`__TW_ONLINESUBSYSTEM_)
|
||
|
|
||
|
function SetMatchmakingTypeMode(ESteamMatchmakingType InMatchmakingTypeMode);
|
||
|
|
||
|
function bool AddSearchResultToFavorites(int Index);
|
||
|
|
||
|
function bool IsSearchResultInFavoritesList(int Index);
|
||
|
|
||
|
delegate OnGetPlayerListComplete(OnlineGameSettings PlayerListSettings, bool Success);
|
||
|
|
||
|
function AddGetPlayerListCompleteDelegate(delegate<OnGetPlayerListComplete> GetPlayerListCompleteDelegate);
|
||
|
|
||
|
function ClearGetPlayerListCompleteDelegate(delegate<OnGetPlayerListComplete> GetPlayerListCompleteDelegate);
|
||
|
|
||
|
function bool RemoveSearchResultFromFavorites(int Index);
|
||
|
|
||
|
function ClearOnlineDelegates()
|
||
|
{
|
||
|
UpdateOnlineGameCompleteDelegates.Length = 0;
|
||
|
DestroyOnlineGameCompleteDelegates.Length = 0;
|
||
|
JoinOnlineGameCompleteDelegates.Length = 0;
|
||
|
MigrateOnlineGameCompleteDelegates.Length = 0;
|
||
|
JoinMigratedOnlineGameCompleteDelegates.Length = 0;
|
||
|
RecalculateSkillRatingCompleteDelegates.Length = 0;
|
||
|
StartOnlineGameCompleteDelegates.Length = 0;
|
||
|
EndOnlineGameCompleteDelegates.Length = 0;
|
||
|
FindOnlineGamesCompleteDelegates.Length = 0;
|
||
|
CancelFindOnlineGamesCompleteDelegates.Length = 0;
|
||
|
}
|
||
|
|
||
|
`endif //(`__TW_ONLINESUBSYSTEM_)
|
||
|
|
||
|
defaultproperties
|
||
|
{
|
||
|
}
|