179 lines
5.2 KiB
Ucode
179 lines
5.2 KiB
Ucode
/**
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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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* Holds the base configuration settings for an online game
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*/
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class OnlineGameSettings extends Settings
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dependson(OnlineSubsystem)
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native;
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/** The number of publicly available connections advertised */
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var databinding int NumPublicConnections;
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/** The number of connections that are private (invite/password) only */
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var databinding int NumPrivateConnections;
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/** The number of publicly available connections that are available (read only) */
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var databinding int NumOpenPublicConnections;
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/** The number of private connections that are available (read only) */
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var databinding int NumOpenPrivateConnections;
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/** The server's nonce for this session */
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var const qword ServerNonce;
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//@HSL_BEGIN - JRO - 3/21/2016 - PS4 Sessions
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/** UE3 Join string for PS4 invites */
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var databinding string JoinString;
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//@HSL_END
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//@HSL_BEGIN_XBOX
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/** ID unique to our game */
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var string ServiceConfigId;
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/** Template that describes how the session is made and behaves */
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var string SessionTemplateName;
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/** */
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var string MatchHopperName;
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/** The session guid */
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var string SessionGuid;
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/** The handle of the session used strictly for invite purposes */
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var string SessionHandle;
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/** The list of members to add a reservation for */
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var array<UniqueNetId> ReservedMembers;
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//@HSL_END_XBOX
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/** Whether this match is publicly advertised on the online service */
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var databinding bool bShouldAdvertise;
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/** This game will be lan only and not be visible to external players */
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var databinding bool bIsLanMatch;
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/** Whether the match should gather stats or not */
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var databinding bool bUsesStats;
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/** Whether joining in progress is allowed or not */
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var databinding bool bAllowJoinInProgress;
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/** Whether the match allows invitations for this session or not */
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var databinding bool bAllowInvites;
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/** Whether to display user presence information or not */
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var databinding bool bUsesPresence;
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/** Whether joining via player presence is allowed or not */
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var databinding bool bAllowJoinViaPresence;
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/** Whether joining via player presence is allowed for friends only or not */
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var databinding bool bAllowJoinViaPresenceFriendsOnly;
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/** Whether the session should use arbitration or not */
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var databinding bool bUsesArbitration;
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/** Whether the server employs anti-cheat (punkbuster, vac, etc) */
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var databinding bool bAntiCheatProtected;
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/** Whether the game is an invitation or searched for game */
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var const bool bWasFromInvite;
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/** The owner of the game */
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var databinding string OwningPlayerName;
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/** The unique net id of the player that owns this game */
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var UniqueNetId OwningPlayerId;
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/** The ping of the server in milliseconds (-1 means the server was unreachable) */
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var databinding int PingInMs;
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/** Whether this server is a dedicated server or not */
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var databinding bool bIsDedicated;
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/** Represents how good a match this is in a range from 0 to 1 */
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var databinding float MatchQuality;
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/** The current state of the online game */
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var const databinding EOnlineGameState GameState;
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/** Whether there is a skill update in progress or not (don't do multiple at once) */
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var const bool bHasSkillUpdateInProgress;
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/** Used to keep different builds from seeing each other during searches */
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var const int BuildUniqueId;
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/** Whether to shrink the session slots when a player leaves the match or not */
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var const bool bShouldShrinkArbitratedSessions;
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//@HSL_BEGIN - BWJ - 4-11-16 - Playfab support
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var string LobbyId;
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//@HSL_END
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//@SABER_EGS_BEGIN Crossplay support
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var databinding int BotPlayers;
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// Steam Server UID
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var databinding string SteamServerUID;
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//@SABER_EGS_END
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`if (`__TW_ONLINESUBSYSTEM_)
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//used to keep track of the gfx objects in the serverbrowser's list
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var int GfxID;
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var int ElementIdx;
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var databinding bool bRequiresPassword;
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//@HSL_BEGIN - BWJ - 9-14-16 - TRUE if this is a cloud server that needs to be deallocated at some point. Used for multiplay support
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var databinding bool bCloudServer;
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// Number of seconds this server has been de-allocated for
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var databinding int SecondsDeallocated;
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// The bucket this server belongs to as far as seconds the server has been deallocated
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var databinding int SecondsDeallocatedBucket;
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// The bucket size for grouping seconds deallocated
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var const int SecondsDeallocatedBucketSize;
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// Region for the server
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var databinding string Region;
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//@HSL_END
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/** Represents a player in the game */
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struct native PlayerResult
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{
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var string PlayerName;
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var int Score;
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var float TimePlayed;
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var string PlayFabId;
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var bool NameIsSet;
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structdefaultproperties
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{
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PlayerName=""
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Score=0
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TimePlayed=0
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PlayFabId=""
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NameIsSet=false
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}
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};
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/** List of players in this game */
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var array<PlayerResult> PlayersInGame;
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`endif //__TW_ONLINESUBSYSTEM_
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defaultproperties
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{
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`if(`__TW_ONLINESUBSYSTEM_)
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GfxID=INDEX_NONE
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ElementIdx=INDEX_NONE
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`endif
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bAllowJoinInProgress=true
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bUsesStats=true
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bShouldAdvertise=true
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bAllowInvites=true
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bUsesPresence=true
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bAllowJoinViaPresence=true
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bShouldShrinkArbitratedSessions=true
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SecondsDeallocatedBucketSize=60
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//@SABER_EGS_BEGIN Crossplay support
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BotPlayers=0
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//@SABER_EGS_END
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} |