class KFOnlineLobbyDingo extends TWOnlineLobby within OnlineSubsystemDingo config( Engine ) native; var OnlineSubsystem OnlineSubsystem; function bool Initialize() { OnlineSubsystem.GameInterface.AddCreateOnlineGameCompleteDelegate( OnCreateOnlineGameComplete ); OnlineSubsystem.GameInterface.AddMultiplayerSessionChangeDelegate( OnMultiplayerSessionChange ); return true; } event EmitUIMessage( string Message ) { class'WorldInfo'.static.GetWorldInfo().GetALocalPlayerController().ClientMessage( Message ); } event EmitJoinMessage( string Message ) { class'WorldInfo'.static.GetWorldInfo().GetALocalPlayerController().JoinPlayfabServer( true, Message ); } function native bool LobbyJoinGame( optional string ServerIP ); function native bool LobbyJoinServer( string ServerIP ); function native SetServerPassword( string password ); function native string GetLobbyURLString(); function native bool IsInLobby(); function native bool IsLobbyOwner(); function native bool GetLobbyAdmin( UniqueNetId LobbyId, out UniqueNetId AdminId ); function native UniqueNetId GetMyId(); function native string GetFriendNickname( UniqueNetId FriendId, optional bool IncludeSelf = true ); function native SetLobbyData( string Key, string Value ); function native string GetLobbyData( int LobbyIndex, string Key ); function native bool SetVisibility( int VisibilityIndex ); function native ShowLobbyInviteInterface( string InviteMessage ); function native bool SendInviteToUsers( array MembersToInvite, string InviteMessage ); function native bool LobbyMessage( string Message ); function native bool GetCurrentLobby( out ActiveLobbyInfo LobbyInfo ); function native int GetCurrentPartySize(); function native UniqueNetId GetCurrentLobbyId(); function native bool GetLobbyFromCommandline( out UniqueNetId LobbyId, optional bool bMarkAsJoined = True ); function native LobbyInvite( UniqueNetId LobbyId, UniqueNetId FriendId, bool bAccepted ); function native bool MakeLobby( int MaxPlayers, ELobbyVisibility Type ); function native bool QuitLobby(); function native OnMultiplayerSessionChange( Name SessionName, SessionUpdateInfo SessionChanges ); function native OnCreateOnlineGameComplete( name SessionName, bool bWasSuccessful );