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/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ /** * This class holds a set of online interfaces that game code uses to talk * with the platform layer's services. The set of services are implemented * as interface pointers so that we can mix & match services at run time. * This also allows licensees the ability to use part of our base services * and provide custom implmentations of others. */ class OnlineSubsystem extends Object native abstract inherits(FTickableObject) dependson(Settings) config(Engine); /** The interface to use for creating and/or enumerating account information */ var OnlineAccountInterface AccountInterface; /** The interface for accessing online player methods */ var OnlinePlayerInterface PlayerInterface; /** The interface for accessing online player extension methods */ var OnlinePlayerInterfaceEx PlayerInterfaceEx; /** The interface for accessing system wide network functions */ var OnlineSystemInterface SystemInterface; /** The interface to use for creating, searching for, or destroying online games */ var OnlineGameInterface GameInterface; /** The interface to use for online content */ var OnlineContentInterface ContentInterface; /** The interface to use for voice communication */ var OnlineVoiceInterface VoiceInterface; /** The interface to use for stats read/write operations */ var OnlineStatsInterface StatsInterface; /** The interface to use for reading game specific news announcements */ var OnlineNewsInterface NewsInterface; /** The interface to use for accessing online party chat methods */ var OnlinePartyChatInterface PartyChatInterface; /** The interface to use for downloading files from the network platform */ var OnlineTitleFileInterface TitleFileInterface; /** Struct that holds a transient, unique identifier for a player */ struct native UniqueNetId { /** The id used by the network to uniquely identify a player */ var QWORD Uid; structcpptext { /** * The noinit version of the ctor */ FORCEINLINE FUniqueNetId(void) { } /** * Zeros the data in the struct * * @param ignored. only present to allow zeroing of data */ FORCEINLINE FUniqueNetId(EEventParm) { Uid = (QWORD)0; } /** * Zeros the data in the struct * * @param ignored. only present to allow zeroing of data */ FORCEINLINE FUniqueNetId(DWORD) { Uid = (QWORD)0; } /** Copy constructor */ FORCEINLINE FUniqueNetId(const FUniqueNetId& Other) { Uid = Other.Uid; } /** * Compares the IDs for equality * * @param Id the value to compare * * @returns TRUE if they are equal, FALSE otherwise */ FORCEINLINE UBOOL operator==(const FUniqueNetId& Id) const { return Uid == Id.Uid; } /** * Compares the IDs for inequality * * @param Id the value to compare * * @returns TRUE if they are not equal, FALSE otherwise */ FORCEINLINE UBOOL operator!=(const FUniqueNetId& Id) const { return Uid != Id.Uid; } /** * Converts a DWORD into our type in network byte order * * @param Id the value to assign */ FORCEINLINE FUniqueNetId& operator=(const DWORD Id) { #if WITH_PANORAMA || XBOX || WITH_STEAMWORKS check(0 && "Bad conversion loses data"); #else Uid = Id; #endif return *this; } /** * Converts the unique id to a DWORD * * @return unique id as a DWORD */ FORCEINLINE DWORD ToDWORD(void) const { #if WITH_PANORAMA || XBOX || WITH_STEAMWORKS check(0 && "Bad conversion loses data"); return 0; #else return Uid & 0xFFFFFFFF; #endif } /** * Accessor for determining whether this net id has been assigned a value. */ FORCEINLINE UBOOL HasValue() const { return (QWORD)0 != Uid; } /** serialization interface */ friend FArchive& operator<<(FArchive& Ar, FUniqueNetId& Id) { Ar << Id.Uid; return Ar; } } }; /** The different login statuses for a player */ enum ELoginStatus { /** Player has not logged in or chosen a local profile */ LS_NotLoggedIn, /** Player is using a local profile but is not logged in */ LS_UsingLocalProfile, /** Player has been validated by the platform specific authentication service */ LS_LoggedIn }; /** This enum indicates access to major features in the game (parent controls */ enum EFeaturePrivilegeLevel { /** Parental controls have disabled this feature */ FPL_Disabled, /** Parental controls allow this feature only with people on their friends list */ FPL_EnabledFriendsOnly, /** Parental controls allow this feature everywhere */ FPL_Enabled }; /** Used to bulk query the friends list */ struct native FriendsQuery { /** The unique player id to check friends status for */ var UniqueNetId UniqueId; /** Out param indicating whether the player is a friend or not */ var bool bIsFriend; }; /** Indicates where network notifications should appear on the screen */ enum ENetworkNotificationPosition { NNP_TopLeft, NNP_TopCenter, NNP_TopRight, NNP_CenterLeft, NNP_Center, NNP_CenterRight, NNP_BottomLeft, NNP_BottomCenter, NNP_BottomRight }; /** Enum indicating the current state of the online game (in progress, ended, etc.) */ enum EOnlineGameState { /** An online game has not been created yet */ OGS_NoSession, /** Session has been created and the match hasn't started (pre match lobby) */ OGS_Pending, /** Session has been asked to start (may take time due to communication with backend) */ OGS_Starting, /** The current session has started. Matches with join in progress disabled are no longer joinable */ OGS_InProgress, /** The session is still valid, but the match is no longer being played (post match lobby) */ OGS_Ending, /** The session is closed and any stats committed */ OGS_Ended }; /** The state of an async enumeration (friends, content, etc) read request */ enum EOnlineEnumerationReadState { OERS_NotStarted, OERS_InProgress, OERS_Done, OERS_Failed }; /** The possible friend states for a friend entry */ enum EOnlineFriendState { /** Not currently online */ OFS_Offline, /** Signed in and online */ OFS_Online, /** Signed in, online, and idle */ OFS_Away, /** Signed in, online, and asks to be left alone */ OFS_Busy }; /** Holds information about a player in a friends list */ struct native OnlineFriend { /** Unique identifier of the friend */ var const UniqueNetId UniqueId; /** The session id that the player is in */ var const qword SessionId; /** Player's nick as published to the online service */ var const string NickName; /** String holding information about the player's game state (cap-ed flag, etc.) */ var const string PresenceInfo; /** The current state for this friend */ var const EOnlineFriendState FriendState; /** Whether the friend is online or not */ var const bool bIsOnline; /** Whether the friend is playing a game or not */ var const bool bIsPlaying; /** Whether the friend is playing the same game or not */ var const bool bIsPlayingThisGame; /** Whether the game the friend is in is joinable or not */ var const bool bIsJoinable; /** Whether the friend can chat via voice or not */ var const bool bHasVoiceSupport; /** Whether the friends has an invitation outstanding from you or not*/ var bool bHaveInvited; /** Whether the friends has sent an invite to you or not */ var const bool bHasInvitedYou; structcpptext { /** * Zeroes members */ FOnlineFriend(void) { appMemzero(this,sizeof(FOnlineFriend)); } /** * Copy constructor. Copies the other into this object * * @param Other the other structure to copy */ FOnlineFriend(const FOnlineFriend& Other) { appMemzero(this,sizeof(FOnlineFriend)); appMemcpy(&UniqueId,&Other.UniqueId,sizeof(FUniqueNetId)); SessionId = Other.SessionId; NickName = Other.NickName; PresenceInfo = Other.PresenceInfo; FriendState = Other.FriendState; bIsOnline = Other.bIsOnline; bIsPlaying = Other.bIsPlaying; bIsPlayingThisGame = Other.bIsPlayingThisGame; bIsJoinable = Other.bIsJoinable; bHasVoiceSupport = Other.bHasVoiceSupport; bHaveInvited = Other.bHaveInvited; bHasInvitedYou = Other.bHasInvitedYou; } /** * Assignment operator. Copies the other into this object * * @param Other the other structure to copy */ FOnlineFriend& operator=(const FOnlineFriend& Other) { if (this != &Other) { appMemcpy(&UniqueId,&Other.UniqueId,sizeof(FUniqueNetId)); SessionId = Other.SessionId; NickName = Other.NickName; PresenceInfo = Other.PresenceInfo; FriendState = Other.FriendState; bIsOnline = Other.bIsOnline; bIsPlaying = Other.bIsPlaying; bIsPlayingThisGame = Other.bIsPlayingThisGame; bIsJoinable = Other.bIsJoinable; bHasVoiceSupport = Other.bHasVoiceSupport; bHaveInvited = Other.bHaveInvited; bHasInvitedYou = Other.bHasInvitedYou; } return *this; } } }; /** The type of player owned content */ enum EOnlineContentType { /** Content downloaded digitally from the online market */ OCT_Downloaded, /** Player's save game content */ OCT_SaveGame }; /** Holds information about a single piece of downloaded content */ struct native OnlineContent { /** The type of content this represents */ var EOnlineContentType ContentType; /** Optional user index that content is downloaded for (-1 means it's not associated with any user) */ var byte UserIndex; /** The device ID the DLC is on */ var int DeviceId; /** Displayable name of the content */ var string FriendlyName; /** Non-displayable file name of the content */ var string Filename; /** File system usable reference to the content */ var string ContentPath; /** List of packages in the content */ var array<string> ContentPackages; /** List of all non-package files in the content */ var array<string> ContentFiles; }; /** * Indicates the connection status with the remote online servers */ enum EOnlineServerConnectionStatus { /** Gracefully disconnected from the online servers */ OSCS_NotConnected, /** Connected to the online servers just fine */ OSCS_Connected, /** Connection was lost for some reason */ OSCS_ConnectionDropped, /** Can't connect because of missing network connection */ OSCS_NoNetworkConnection, /** Service is temporarily unavailable */ OSCS_ServiceUnavailable, /** An update is required before connecting is possible */ OSCS_UpdateRequired, /** Servers are too busy to handle the request right now */ OSCS_ServersTooBusy, /** Disconnected due to duplicate login */ OSCS_DuplicateLoginDetected, /** Can't connect because of an invalid/unknown user */ OSCS_InvalidUser }; /** * The various NAT types the player may have */ enum ENATType { /** Unable to determine the NAT type */ NAT_Unknown, /** Anyone can join without connectivity problems */ NAT_Open, /** Most can join but might have problems with strict */ NAT_Moderate, /** Will most likely have connectivity problems with strict/moderate */ NAT_Strict }; /** A player in a session */ struct native OnlineRegistrant { /** Unique id of the player involved in the arbitrated session */ var const UniqueNetId PlayerNetId; structcpptext { /** * The noinit version of the ctor */ FORCEINLINE FOnlineRegistrant(void) { } /** * Inits it to the player id specified * * @param InId sets the player id */ FORCEINLINE FOnlineRegistrant(const FUniqueNetId InId) : PlayerNetId(InId) { } /** * Compares the player IDs for equality * * @param Id the value to compare * * @returns TRUE if they are equal, FALSE otherwise */ FORCEINLINE UBOOL operator==(const FOnlineRegistrant& Other) const { return PlayerNetId == Other.PlayerNetId; } } }; /** Struct holding the information about a single arbitration registrant */ struct native OnlineArbitrationRegistrant extends OnlineRegistrant { /** Unique id of the machine involved in the arbitrated session */ var const qword MachineId; /** Trust level of the machine/player for the arbitrated session */ var const int Trustworthiness; }; /** * Holds a word/phrase that was recognized by the speech analyzer * * @note See VoiceInterface.h to change the native layout of this struct */ struct SpeechRecognizedWord { /** The id of the word in the vocabulary */ var int WordId; /** the actual word */ var string WordText; /** How confident the analyzer was in the recognition */ var float Confidence; }; /** Indicates the state the LAN beacon is in */ enum ELanBeaconState { /** The lan beacon is disabled */ LANB_NotUsingLanBeacon, /** The lan beacon is responding to client requests for information */ LANB_Hosting, /** The lan beacon is querying servers for information */ LANB_Searching }; /** * Struct holding information used when writing scoring information that is used * to determine a player's skill rating */ struct native OnlinePlayerScore { /** The player that this score is for */ var UniqueNetId PlayerId; /** The team that the player is on */ var int TeamId; /** The score for this player */ var int Score; }; /** The series of status codes that the account creation method can return */ enum EOnlineAccountCreateStatus { /** Created the account successfully */ OACS_CreateSuccessful, /** Failed but no indication why */ OACS_UnknownError, /** The user name is invalid */ OACS_InvalidUserName, /** The password is invalid */ OACS_InvalidPassword, /** The unique user name is invalid */ OACS_InvalidUniqueUserName, /** The user name is invalid */ OACS_UniqueUserNameInUse, /** The backend service is not reachable */ OACS_ServiceUnavailable }; /** Information about a local talker */ struct native LocalTalker { /** Whether this talker is currently registered */ var bool bHasVoice; /** Whether the talker should send network data */ var bool bHasNetworkedVoice; /** Whether the player is trying to speak voice commands */ var bool bIsRecognizingSpeech; /** Whether the local talker was speaking last frame */ var bool bWasTalking; /** Whether the remote talker is speaking this frame */ var bool bIsTalking; /** Whether this player was already registered with the voice interface or not */ var bool bIsRegistered; }; /** Information about a remote talker */ struct native RemoteTalker { /** The unique id for this talker */ var UniqueNetId TalkerId; /** Used to trigger talking delegates only after a certain period of time has passed */ var float LastNotificationTime; /** Whether the remote talker was speaking last frame */ var bool bWasTalking; /** Whether the remote talker is speaking this frame */ var bool bIsTalking; /** Whether this player was already registered with the voice interface or not */ var bool bIsRegistered; }; /** Holds the data used in a friend message */ struct native OnlineFriendMessage { /** The player that is sending the message */ var UniqueNetId SendingPlayerId; /** The nick name of the player that sent the message */ var string SendingPlayerNick; /** Whether this is a friend invite or just a generic message */ var bool bIsFriendInvite; /** Whether this message is a game invite or not */ var bool bIsGameInvite; /** Whether the invite has been accepted or not */ var bool bWasAccepted; /** Whether the invite has been denied or not */ var bool bWasDenied; /** The corresponding message that was sent */ var string Message; }; /** Holds a named object interface for dynamically bound interfaces */ struct native NamedInterface { /** The name to bind this object to */ var name InterfaceName; /** The object to store at this location */ var Object InterfaceObject; }; /** Holds the set of registered named interfaces */ var private array<NamedInterface> NamedInterfaces; /** Holds a name to class name mapping for adding the named interfaces automatically */ struct native NamedInterfaceDef { /** The name to bind this object to */ var name InterfaceName; /** The class to load and create for the named interface */ var string InterfaceClassName; }; /** The list of named interfaces to automatically create and store */ var config array<NamedInterfaceDef> NamedInterfaceDefs; /** Holds the data used in downloading a file asynchronously from the online service */ struct native TitleFile { /** The name of the file as requested */ var string Filename; /** The async state the file download is in */ var EOnlineEnumerationReadState AsyncState; /** The buffer of data for the file */ var array<byte> Data; }; /** Community file info */ struct native CommunityContentFile { /** Unique identifier for this content file */ var int ContentId; /** Additional identifier for providers that need it */ var int FileId; /** Game specific content type field */ var int ContentType; /** Size in bytes of the payload in the file */ var int FileSize; /** The original owner of the file */ var UniqueNetId Owner; /** The number of times this file has been downloaded */ var int DownloadCount; /** The average rating for this file from the community */ var float AverageRating; /** The number of times this file has been rated */ var int RatingCount; /** The last rating the user gave this content */ var int LastRatingGiven; /** The path to the file if stored locally */ var string LocalFilePath; }; /** Community file metadata */ struct native CommunityContentMetadata { /** Unique identifier for this content type */ var int ContentType; /** Metadata to associate with the file */ var array<SettingsProperty> MetadataItems; }; /** Holds the per session information for named sessions */ struct native NamedSession { /** The name of the session */ var name SessionName; /** The platform specific session information */ var const native transient pointer SessionInfo{void}; /** The game settings associated with this session */ var OnlineGameSettings GameSettings; /** List of players registered in the session */ var array<OnlineRegistrant> Registrants; /** The set of registered players for arbitration */ var array<OnlineArbitrationRegistrant> ArbitrationRegistrants; }; /** The list of sessions currently managed by the online subsystem */ var const protected array<NamedSession> Sessions; /** Holds the information contained in Live's achievements for this title */ struct native AchievementDetails { /** The ID of the achievement */ var const int Id; /** The name of the achievement */ var const string AchievementName; /** The description of the achievement */ var const string Description; /** The description of how to meet the requirements of the achievement */ var const string HowTo; /** The image associated with the achievement */ var Surface Image; /** How much this achievement is worth */ var const int GamerPoints; /** Whether the achievement is secret (hidden if not achieved) or not */ var const bool bIsSecret; /** Whether the achievement awarded online or not */ var const bool bWasAchievedOnline; /** Whether the achievement awarded offline or not */ var const bool bWasAchievedOffline; }; /** The state of an async enumeration (friends, content, etc) read request */ enum EOnlineNewsType { ONT_Unknown, ONT_GameNews, ONT_ContentAnnouncements, ONT_Misc }; /** Whether to use the override or not */ var config bool bUseBuildIdOverride; /** Used to specify a build override value */ var config int BuildIdOverride; /** The class to create our patcher instance from */ var config string IniLocPatcherClassName; /** The object responsible for patching downloaded INI/loc files */ var transient IniLocPatcher Patcher; /** Used to introduce latency when communicating with the online layer for testing purposes */ var config float AsyncMinCompletionTime; /** Holds information about a player in a friends list */ struct native OnlinePartyMember { /** Unique identifier of the friend */ var const UniqueNetId UniqueId; /** The player's nickname */ var const string Nickname; /** The local controller id if local */ var const byte LocalUserNum; /** The NAT type for this player */ var const ENATType NatType; /** The title id of the title the player is in */ var const int TitleId; /** Whether the player is local to this machine or remote */ var const bool bIsLocal; /** Whether the player is in party voice or game voice */ var const bool bIsInPartyVoice; /** Whether the player is talking or not */ var const bool bIsTalking; /** Whether the player is in a game session */ var const bool bIsInGameSession; /** Whether the party member is playing the same game or not */ var const bool bIsPlayingThisGame; /** The session id that the player is in */ var const qword SessionId; /** The first 4 bytes of custom application data */ var const int Data1; /** The second 4 bytes of custom application data */ var const int Data2; /** The third 4 bytes of custom application data */ var const int Data3; /** The fourth 4 bytes of custom application data */ var const int Data4; }; cpptext { // FTickableObject interface /** * Returns whether it is okay to tick this object. E.g. objects being loaded in the background shouldn't be ticked * till they are finalized and unreachable objects cannot be ticked either. * * @return TRUE if tickable, FALSE otherwise */ virtual UBOOL IsTickable() const { // We cannot tick objects that are unreachable or are in the process of being loaded in the background. return !HasAnyFlags( RF_Unreachable | RF_AsyncLoading ); } /** * Used to determine if an object should be ticked when the game is paused. * * @return always TRUE as networking needs to be ticked even when paused */ virtual UBOOL IsTickableWhenPaused() const { return TRUE; } /** * Here to complete the interface but needs to be overriden * * @param ignored */ virtual void Tick(FLOAT) { check(0 && "Must be overridden"); } /** * Generates a string representation of a UniqueNetId struct. * * @param IdToConvert the unique net id that should be converted to a string. * * @return the specified UniqueNetId represented as a string. */ static FString UniqueNetIdToString( const FUniqueNetId& IdToConvert ); /** * Converts a string representing a UniqueNetId into a UniqueNetId struct. * * @param UniqueNetIdString the string containing the text representation of the unique id. * @param out_UniqueId will receive the UniqueNetId generated from the string. * * @return TRUE if the string was successfully converted into a UniqueNetId; FALSE if the string was not a valid UniqueNetId. */ static UBOOL StringToUniqueNetId( const FString& UniqueNetIdString, FUniqueNetId& out_UniqueId ); /** * Searches the named session array for the specified session * * @param SessionName the name to search for * * @return pointer to the struct if found, NULL otherwise */ inline FNamedSession* GetNamedSession(FName SessionName) { for (INT SearchIndex = 0; SearchIndex < Sessions.Num(); SearchIndex++) { if (Sessions(SearchIndex).SessionName == SessionName) { return &Sessions(SearchIndex); } } return NULL; } /** * Searches the named session array for the specified session * * @param SessionName the name to search for * * @return TRUE if found, FALSE otherwise */ inline UBOOL HasNamedSession(FName SessionName) { return GetNamedSession(SessionName) != NULL; } /** * Adds a new named session to the list * * @param SessionName the name to search for * @param GameSettings the game settings to add * * @return a pointer to the struct that was added */ inline FNamedSession* AddNamedSession(FName SessionName,UOnlineGameSettings* GameSettings) { INT AddIndex = Sessions.AddZeroed(); Sessions(AddIndex).SessionName = SessionName; Sessions(AddIndex).GameSettings = GameSettings; return &Sessions(AddIndex); } /** * Searches the named session array for the specified session and removes it * * @param SessionName the name to search for */ virtual void RemoveNamedSession(FName SessionName) { for (INT SearchIndex = 0; SearchIndex < Sessions.Num(); SearchIndex++) { if (Sessions(SearchIndex).SessionName == SessionName) { Sessions.Remove(SearchIndex); return; } } } /** * @return platform specific id for a session */ virtual QWORD GetSessionId(FName SessionName) { return 0; } /** * @return platform specific id for a session from a search result */ virtual QWORD GetSearchResultSessionId(const struct FOnlineGameSearchResult* SearchResult) { return 0; } } /** * Called from engine start up code to allow the subsystem to initialize * * @return TRUE if the initialization was successful, FALSE otherwise */ native event bool Init(); /** * Used to trigger any automated tasks that need to happen just after startup */ event bool PostInit() { local class<IniLocPatcher> IniLocPatcherClass; // Now that the subsystem is setup, try to download any config/loc updates if (IniLocPatcherClassName != "") { `Log("Loading "$IniLocPatcherClassName$" for INI/Loc patching",,'DevMCP'); IniLocPatcherClass = class<IniLocPatcher>(DynamicLoadObject(IniLocPatcherClassName,class'Class')); Patcher = new IniLocPatcherClass; if (Patcher != None) { Patcher.Init(); } else { return false; } } return true; } /** * Called from the engine shutdown code to allow the subsystem to release any * resources that may have been allocated */ event Exit(); /** * Called from native code to assign the account interface * * @param NewInterface the object to assign as providing the account interface * * @return TRUE if the interface is valid, FALSE otherwise */ event bool SetAccountInterface(Object NewInterface) { AccountInterface = OnlineAccountInterface(NewInterface); // This will return false, if the interface wasn't supported return AccountInterface != None; } /** * Called from native code to assign the player interface * * @param NewInterface the object to assign as providing the player interface * * @return TRUE if the interface is valid, FALSE otherwise */ event bool SetPlayerInterface(Object NewInterface) { PlayerInterface = OnlinePlayerInterface(NewInterface); // This will return false, if the interface wasn't supported return PlayerInterface != None; } /** * Called from native code to assign the extended player interface * * @param NewInterface the object to assign as providing the player interface * * @return TRUE if the interface is valid, FALSE otherwise */ event bool SetPlayerInterfaceEx(Object NewInterface) { PlayerInterfaceEx = OnlinePlayerInterfaceEx(NewInterface); // This will return false, if the interface wasn't supported return PlayerInterfaceEx != None; } /** * Called from native code to assign the system interface * * @param NewInterface the object to assign as providing the system interface * * @return TRUE if the interface is valid, FALSE otherwise */ event bool SetSystemInterface(Object NewInterface) { SystemInterface = OnlineSystemInterface(NewInterface); // This will return false, if the interface wasn't supported return SystemInterface != None; } /** * Called from native code to assign the game interface * * @param NewInterface the object to assign as providing the game interface * * @return TRUE if the interface is valid, FALSE otherwise */ event bool SetGameInterface(Object NewInterface) { GameInterface = OnlineGameInterface(NewInterface); // This will return false, if the interface wasn't supported return GameInterface != None; } /** * Called from native code to assign the content interface * * @param NewInterface the object to assign as providing the content interface * * @return TRUE if the interface is valid, FALSE otherwise */ event bool SetContentInterface(Object NewInterface) { ContentInterface = OnlineContentInterface(NewInterface); // This will return false, if the interface wasn't supported return ContentInterface != None; } /** * Called from native code to assign the voice interface * * @param NewInterface the object to assign as providing the voice interface * * @return TRUE if the interface is valid, FALSE otherwise */ event bool SetVoiceInterface(Object NewInterface) { VoiceInterface = OnlineVoiceInterface(NewInterface); // This will return false, if the interface wasn't supported return VoiceInterface != None; } /** * Called from native code to assign the stats interface * * @param NewInterface the object to assign as providing the stats interface * * @return TRUE if the interface is valid, FALSE otherwise */ event bool SetStatsInterface(Object NewInterface) { StatsInterface = OnlineStatsInterface(NewInterface); // This will return false, if the interface wasn't supported return StatsInterface != None; } /** * Called from native code to assign the news interface * * @param NewInterface the object to assign as providing the news interface * * @return TRUE if the interface is valid, FALSE otherwise */ event bool SetNewsInterface(Object NewInterface) { NewsInterface = OnlineNewsInterface(NewInterface); // This will return false, if the interface wasn't supported return NewsInterface != None; } /** * Called from native code to assign the party chat interface * * @param NewInterface the object to assign as providing the party chat interface * * @return TRUE if the interface is valid, FALSE otherwise */ event bool SetPartyChatInterface(Object NewInterface) { PartyChatInterface = OnlinePartyChatInterface(NewInterface); // This will return false, if the interface wasn't supported return PartyChatInterface != None; } /** * Called from native code to assign the title file interface * * @param NewInterface the object to assign as providing the file downloading interface * * @return TRUE if the interface is valid, FALSE otherwise */ event bool SetTitleFileInterface(Object NewInterface) { TitleFileInterface = OnlineTitleFileInterface(NewInterface); // This will return false, if the interface wasn't supported return TitleFileInterface != None; } /** * Adds the interface object to the named interface list with the specified name * * @param InterfaceName the name of the interface to add it as * @param NewInterface the object/interface that is being cached */ event SetNamedInterface(name InterfaceName,Object NewInterface) { local int InterfaceIndex; // Determine whether to add or replace InterfaceIndex = NamedInterfaces.Find('InterfaceName',InterfaceName); if (InterfaceIndex == INDEX_NONE) { // We are adding to the list InterfaceIndex = NamedInterfaces.Length; NamedInterfaces.Length = NamedInterfaces.Length + 1; NamedInterfaces[InterfaceIndex].InterfaceName = InterfaceName; } // Replace whatever pointer was previously there NamedInterfaces[InterfaceIndex].InterfaceObject = NewInterface; } /** * Returns the interface object associated with the specified name * * @param InterfaceName the name of the interface to retrieve * * @return The object that matches the interface name if found */ event Object GetNamedInterface(name InterfaceName) { local int InterfaceIndex; // Find the index in the array for this interface InterfaceIndex = NamedInterfaces.Find('InterfaceName',InterfaceName); if (InterfaceIndex != INDEX_NONE) { return NamedInterfaces[InterfaceIndex].InterfaceObject; } return None; } /** * Generates a string representation of a UniqueNetId struct. * * @param IdToConvert the unique net id that should be converted to a string. * * @return the specified UniqueNetId represented as a string. */ static final native noexportheader function string UniqueNetIdToString(const out UniqueNetId IdToConvert); /** * Converts a string representing a UniqueNetId into a UniqueNetId struct. * * @param UniqueNetIdString the string containing the text representation of the unique id. * @param out_UniqueId will receive the UniqueNetId generated from the string. * * @return TRUE if the string was successfully converted into a UniqueNetId; FALSE if the string was not a valid UniqueNetId. */ static final native noexportheader function bool StringToUniqueNetId(string UniqueNetIdString,out UniqueNetId out_UniqueId); /** * Generates a unique number based off of the current script compilation * * @return the unique number from the current script compilation */ native function int GetBuildUniqueId(); /** * Returns the number of players that can be signed in on this platform */ static final native function int GetNumSupportedLogins(); /** * Logs the game settings object * * @param GameSettings settings to dump */ static function DumpGameSettings(const OnlineGameSettings GameSettings) { `Log(" OnlineGameSettings: "$GameSettings); `Log(" OwningPlayerName: "$GameSettings.OwningPlayerName); `Log(" OwningPlayerId: "$UniqueNetIdToString(GameSettings.OwningPlayerId)); `Log(" PingInMs: "$GameSettings.PingInMs); `Log(" NumPublicConnections: "$GameSettings.NumPublicConnections); `Log(" NumOpenPublicConnections: "$GameSettings.NumOpenPublicConnections); `Log(" NumPrivateConnections: "$GameSettings.NumPrivateConnections); `Log(" NumOpenPrivateConnections: "$GameSettings.NumOpenPrivateConnections); `Log(" bIsLanMatch: "$GameSettings.bIsLanMatch); `Log(" bIsDedicated: "$GameSettings.bIsDedicated); `Log(" bUsesStats: "$GameSettings.bUsesStats); `Log(" bUsesArbitration: "$GameSettings.bUsesArbitration); `Log(" bAntiCheatProtected: "$GameSettings.bAntiCheatProtected); `Log(" bShouldAdvertise: "$GameSettings.bShouldAdvertise); `Log(" bAllowJoinInProgress: "$GameSettings.bAllowJoinInProgress); `Log(" bAllowInvites: "$GameSettings.bAllowInvites); `Log(" bUsesPresence: "$GameSettings.bUsesPresence); `Log(" bWasFromInvite: "$GameSettings.bWasFromInvite); `Log(" bAllowJoinViaPresence: "$GameSettings.bAllowJoinViaPresence); `Log(" bAllowJoinViaPresenceFriendsOnly: "$GameSettings.bAllowJoinViaPresenceFriendsOnly); `Log(" GameState: "$GameSettings.GameState); } /** * Logs the session state for all sessions present */ function DumpSessionState() { local int Index; local int PlayerIndex; local UniqueNetId NetId; local UniqueNetId ZeroId; // To make the dumb warning go away even though it is used NetId = ZeroId; ZeroId = NetId; `Log("Unreal online session state"); `Log("-------------------------------------------------------------"); `Log(""); `Log("Number of sessions: "$Sessions.Length); // Iterate through the sessions listing the session plus the registrants for (Index = 0; Index < Sessions.Length; Index++) { `Log(" Session: "$Sessions[Index].SessionName); DumpGameSettings(Sessions[Index].GameSettings); `Log(""); `Log(" Number of players: "$Sessions[Index].Registrants.Length); // List each player in the session for (PlayerIndex = 0; PlayerIndex < Sessions[Index].Registrants.Length; PlayerIndex++) { NetId = Sessions[Index].Registrants[PlayerIndex].PlayerNetId; `Log(" Player: "$UniqueNetIdToString(NetId)); } `Log(" Number of arbitrated players: "$Sessions[Index].ArbitrationRegistrants.Length); // List each arbitrated player in the session for (PlayerIndex = 0; PlayerIndex < Sessions[Index].ArbitrationRegistrants.Length; PlayerIndex++) { NetId = Sessions[Index].ArbitrationRegistrants[PlayerIndex].PlayerNetId; `Log(" Player: "$UniqueNetIdToString(NetId)); } } } `if(`notdefined(FINAL_RELEASE)) /** * Log list of players' netids for debugging */ static function DumpNetIds(const out array<UniqueNetId> Players, string DebugLabel) { local int PlayerIdx; local UniqueNetId NetId; for (PlayerIdx=0; PlayerIdx<Players.Length; PlayerIdx++) { NetId = Players[PlayerIdx]; `Log(DebugLabel$": " $" PlayerIdx="$PlayerIdx $" UniqueId="$UniqueNetIdToString(NetId)); } } `endif /** * Logs the list of players that are registered for voice */ function DumpVoiceRegistration(); /** * Sets the debug output level for the platform specific API (if applicable) * * @param DebugSpewLevel the level to set */ function SetDebugSpewLevel(int DebugSpewLevel); 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