117 lines
3.5 KiB
Ucode
117 lines
3.5 KiB
Ucode
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class TWOnlineLobby extends Object within OnlineSubsystem
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native
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abstract
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config(Engine);
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/**
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* A basic key/value pair for holding various lobby settings
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*/
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struct native LobbyMetaData
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{
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var string Key; // The key identifying the setting
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var string Value; // The value of the setting
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};
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/**
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* Struct describing basic information about a lobby, typically from a lobby search result
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*/
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struct native BasicLobbyInfo
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{
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var const UniqueNetId LobbyUID; // The unique id of the lobby
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var const array<LobbyMetaData> LobbySettings; // The list of settings read for this lobby
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};
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/**
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* Describes information about a member of a lobby we are active in
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*/
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struct native LobbyMember
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{
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var const UniqueNetId PlayerUID; // The unique id of the player
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var const array<LobbyMetaData> PlayerSettings; // The list of settings read for this player
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// @todo Steam: Decide whether or not to put extra fields here, e.g. avatar/community-name etc. (may be best to leave that up
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// to the actual ingame implementation of lobbies)
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};
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/**
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* Describes all available information about a lobby we are active in
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*/
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struct native ActiveLobbyInfo extends BasicLobbyInfo
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{
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var const array<LobbyMember> Members; // The list of members of a lobby we are in
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};
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/**
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* Used for specifying filters based on key/value pairs, when searching for lobbies
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* NOTE: Max size of a key is 255
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*/
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struct native LobbyFilter
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{
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var string Key; // The key to be filtered
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var string Value; // The value to filter against
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var EOnlineGameSearchComparisonType Operator; // The operator to use for comparison
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var bool bNumeric; // whether or not this filter is numeric (treated as string otherwise)
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};
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/**
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* The visibility/connectivity type of a lobby
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*/
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enum ELobbyVisibility
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{
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LV_Public, // Lobby is visible to everyone
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LV_Friends, // Visible to friends and invited players only
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LV_Private, // Can only join by invite
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LV_Invisible // @todo Steam: Figure out what this does exactly
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};
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function bool LobbyJoinGame(optional string ServerIP);
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function bool LobbyJoinServer(string ServerIP);
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function SetServerPassword(string password);
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function string GetLobbyURLString();
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function bool IsInLobby();
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function bool IsLobbyOwner();
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function bool QuitLobby();
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function bool GetLobbyAdmin(UniqueNetId LobbyId, out UniqueNetId AdminId);
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//@HSL_BEGIN - JRO - 7/16/2016 - Make sure we can get the party member ID instead of the account ID on PS4
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function UniqueNetId GetMyId();
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//@HSL_END
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function string GetFriendNickname(UniqueNetId FriendId, optional bool IncludeSelf = true);
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function SetLobbyData( string Key, string Value );
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function string GetLobbyData( int LobbyIndex, string Key );
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function bool SetVisibility( int VisibilityIndex );
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function ShowLobbyInviteInterface(string InviteMessage);
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//@HSL_BEGIN - JRO - 8/15/2016 - Play Together needs a way to programmatically invite people to the party
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function bool SendInviteToUsers(array<string> MembersToInvite, string InviteMessage);
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//@HSL_END
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function bool LobbyMessage(string Message);
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function bool GetCurrentLobby(out ActiveLobbyInfo LobbyInfo);
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//@HSL_BEGIN - JRO - 8/17/2016 - Number of party members
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function int GetCurrentPartySize();
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//@HSL_END
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function bool MakeLobby(int MaxPlayers, ELobbyVisibility Type);
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function UniqueNetId GetCurrentLobbyId();
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function bool GetLobbyFromCommandline(out UniqueNetId LobbyId, optional bool bMarkAsJoined=True);
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function LobbyInvite(UniqueNetId LobbyId, UniqueNetId FriendId, bool bAccepted);
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