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/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ /** * This interface provides accessors to the platform specific content * system (ie downloadable content, etc) */ interface OnlineContentInterface dependson(OnlineSubsystem); /** * Delegate used in content change (add or deletion) notifications * for any user */ delegate OnContentChange(); /** * Adds the delegate used to notify the gameplay code that (downloaded) content changed * * @param Content Delegate the delegate to use for notifications * @param LocalUserNum whether to watch for changes on a specific slot or all slots */ function AddContentChangeDelegate(delegate<OnContentChange> ContentDelegate, optional byte LocalUserNum = 255); /** * Removes the delegate from the set of delegates that are notified * * @param Content Delegate the delegate to use for notifications * @param LocalUserNum whether to watch for changes on a specific slot or all slots */ function ClearContentChangeDelegate(delegate<OnContentChange> ContentDelegate, optional byte LocalUserNum = 255); /** * Delegate used when the content read request has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnReadContentComplete(bool bWasSuccessful); /** * Adds the delegate used to notify the gameplay code that the content read request has completed * * @param LocalUserNum The user to read the content list of * @param ContentType the type of content being read * @param ReadContentCompleteDelegate the delegate to use for notifications */ function AddReadContentComplete(byte LocalUserNum,EOnlineContentType ContentType,delegate<OnReadContentComplete> ReadContentCompleteDelegate); /** * Clears the delegate used to notify the gameplay code that the content read request has completed * * @param LocalUserNum The user to read the content list of * @param ContentType the type of content being read * @param ReadContentCompleteDelegate the delegate to use for notifications */ function ClearReadContentComplete(byte LocalUserNum,EOnlineContentType ContentType,delegate<OnReadContentComplete> ReadContentCompleteDelegate); /** * Starts an async task that retrieves the list of downloaded content for the player. * * @param LocalUserNum The user to read the content list of * @param ContentType the type of content being read * @param DeviceId optional value to restrict the enumeration to a particular device * * @return true if the read request was issued successfully, false otherwise */ function bool ReadContentList(byte LocalUserNum,EOnlineContentType ContentType,optional int DeviceId = -1); /** * Starts an async task that frees any downloaded content resources for that player * * @param LocalUserNum The user to clear the content list for * @param ContentType the type of content being read */ function ClearContentList(byte LocalUserNum,EOnlineContentType ContentType); /** * Retrieve the list of content the given user has downloaded or otherwise retrieved * to the local console. * @param LocalUserNum The user to read the content list of * @param ContentType the type of content being read * @param ContentList The out array that receives the list of all content * * @return OERS_Done if the read has completed, otherwise one of the other states */ function EOnlineEnumerationReadState GetContentList(byte LocalUserNum,EOnlineContentType ContentType,out array<OnlineContent> ContentList); /** * Asks the online system for the number of new and total content downloads * * @param LocalUserNum the user to check the content download availability for * @param CategoryMask the bitmask to use to filter content by type * * @return TRUE if the call succeeded, FALSE otherwise */ function bool QueryAvailableDownloads(byte LocalUserNum,optional int CategoryMask = -1); /** * Called once the download query completes * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnQueryAvailableDownloadsComplete(bool bWasSuccessful); /** * Adds the delegate used to notify the gameplay code that the content download query has completed * * @param LocalUserNum the user to check the content download availability for * @param ReadContentCompleteDelegate the delegate to use for notifications */ function AddQueryAvailableDownloadsComplete(byte LocalUserNum,delegate<OnQueryAvailableDownloadsComplete> QueryDownloadsDelegate); /** * Clears the delegate used to notify the gameplay code that the content download query has completed * * @param LocalUserNum the user to check the content download availability for * @param ReadContentCompleteDelegate the delegate to use for notifications */ function ClearQueryAvailableDownloadsComplete(byte LocalUserNum,delegate<OnQueryAvailableDownloadsComplete> QueryDownloadsDelegate); /** * Returns the number of new and total downloads available for the user * * @param LocalUserNum the user to check the content download availability for * @param NewDownloads out value of the number of new downloads available * @param TotalDownloads out value of the number of total downloads available */ function GetAvailableDownloadCounts(byte LocalUserNum,out int NewDownloads,out int TotalDownloads); /** * Reads a player's save game data from the specified content bundle * * @param LocalUserNum the user that is initiating the data read (also used in validating ownership of the data) * @param DeviceId the device to read the same game from * @param FriendlyName the friendly name of the save game that was returned by enumeration * @param FileName the file to read from inside of the content package * @param SaveFileName the file name of the save game inside the content package * * @return true if the async read was started successfully, false otherwise */ function bool ReadSaveGameData(byte LocalUserNum,int DeviceId,string FriendlyName,string FileName,string SaveFileName); /** * Copies a player's save game data from the cached async read data * * @param LocalUserNum the user that is initiating the data read (also used in validating ownership of the data) * @param DeviceId the device to read the same game from * @param FriendlyName the friendly name of the save game that was returned by enumeration * @param FileName the file to read from inside of the content package * @param SaveFileName the file name of the save game inside the content package * @param SaveGameData the array that is filled with the save game data * * @return true if the async read was started successfully, false otherwise */ function bool GetSaveGameData(byte LocalUserNum,int DeviceId,string FriendlyName,string FileName,string SaveFileName,out array<byte> SaveGameData); /** * Delegate used when the content read request has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error * @param LocalUserNum the user that was initiating the data read * @param DeviceId the device that the read was on * @param FriendlyName the friendly name of the save game that was returned by enumeration * @param FileName the file to read from inside of the content package * @param SaveFileName the file name of the save game inside the content package */ delegate OnReadSaveGameDataComplete(bool bWasSuccessful,byte LocalUserNum,int DeviceId,string FriendlyName,string FileName,string SaveFileName); /** * Adds the delegate used to notify the gameplay code that a save game read request has completed * * @param LocalUserNum The user that was reading a save game * @param ReadSaveGameDataCompleteDelegate the delegate to use for notifications */ function AddReadSaveGameDataComplete(byte LocalUserNum,delegate<OnReadSaveGameDataComplete> ReadSaveGameDataCompleteDelegate); /** * Clears the delegate used to notify the gameplay code that a save game read request has completed * * @param LocalUserNum The user that was reading a save game * @param ReadSaveGameDataCompleteDelegate the delegate to use for notifications */ function ClearReadSaveGameDataComplete(byte LocalUserNum,delegate<OnReadSaveGameDataComplete> ReadSaveGameDataCompleteDelegate); /** * Writes a player's save game data to the specified content bundle and file * * @param LocalUserNum the user that is initiating the data write * @param DeviceId the device to write the same game to * @param FriendlyName the friendly name of the save game that was returned by enumeration * @param FileName the file name of the content package * @param SaveFileName the file name of the save game inside the content package * @param SaveGameData the data to write to the save game file * * @return true if the async write was started successfully, false otherwise */ function bool WriteSaveGameData(byte LocalUserNum,int DeviceId,string FriendlyName,string FileName,string SaveFileName,const out array<byte> SaveGameData); /** * Delegate used when the content write request has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error * @param LocalUserNum the user that was initiating the data write * @param DeviceId the device to write the same game to * @param FriendlyName the friendly name of the save game * @param FileName the file to write to inside of the content package * @param SaveGameData the data to write to the save game file */ delegate OnWriteSaveGameDataComplete(bool bWasSuccessful,byte LocalUserNum,int DeviceId,string FriendlyName,string FileName,string SaveFileName); /** * Adds the delegate used to notify the gameplay code that a save game write request has completed * * @param LocalUserNum The user that was writing a save game * @param WriteSaveGameDataCompleteDelegate the delegate to use for notifications */ function AddWriteSaveGameDataComplete(byte LocalUserNum,delegate<OnWriteSaveGameDataComplete> WriteSaveGameDataCompleteDelegate); /** * Clears the delegate used to notify the gameplay code that a save game write request has completed * * @param LocalUserNum The user that was writing a save game * @param WriteSaveGameDataCompleteDelegate the delegate to use for notifications */ function ClearWriteSaveGameDataComplete(byte LocalUserNum,delegate<OnWriteSaveGameDataComplete> WriteSaveGameDataCompleteDelegate); /** * Deletes a player's save game data * * @param LocalUserNum the user that is deleting data * @param DeviceId the device to delete the same game from * @param FriendlyName the friendly name of the save game that was returned by enumeration * @param FileName the file name of the content package to delete * * @return true if the delete succeeded, false otherwise */ function bool DeleteSaveGame(byte LocalUserNum,int DeviceId,string FriendlyName,string FileName); /** * Clears any cached save games * * @param LocalUserNum the user that is deleting data * * @return true if the clear succeeded, false otherwise */ function bool ClearSaveGames(byte LocalUserNum); 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