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/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ /** * Class that implements commonly needed members/features across all platforms */ class OnlineSubsystemCommonImpl extends OnlineSubsystem native abstract config(Engine); /** * Holds the pointer to the platform specific FVoiceInterface implementation * used for voice communication */ var const native transient pointer VoiceEngine{class FVoiceInterface}; /** Holds the maximum number of local talkers allowed */ var config int MaxLocalTalkers; /** Holds the maximum number of remote talkers allowed (clamped to 30 which is XHV max) */ var config int MaxRemoteTalkers; /** Whether speech recognition is enabled */ var config bool bIsUsingSpeechRecognition; /** The object that handles the game interface implementation across platforms */ var OnlineGameInterfaceImpl GameInterfaceImpl; /** * Returns the name of the player for the specified index * * @param UserIndex the user to return the name of * * @return the name of the player at the specified index */ event string GetPlayerNicknameFromIndex(int UserIndex); /** * Returns the unique id of the player for the specified index * * @param UserIndex the user to return the id of * * @return the unique id of the player at the specified index */ event UniqueNetId GetPlayerUniqueNetIdFromIndex(int UserIndex); /** * Determine if the player is registered in the specified session * * @param PlayerId the player to check if in session or not * @return TRUE if the player is a registrant in the session */ native function bool IsPlayerInSession(name SessionName,UniqueNetId PlayerId); /** * Get a list of the net ids for the players currently registered on the session * * @param SessionName name of the session to find * @param OutRegisteredPlayers [out] list of player net ids in the session (empty if not found) */ function GetRegisteredPlayers(name SessionName,out array<UniqueNetId> OutRegisteredPlayers) { local int Idx,PlayerIdx; OutRegisteredPlayers.Length = 0; for (Idx=0; Idx < Sessions.Length; Idx++) { // find session by name if (Sessions[Idx].SessionName == SessionName) { // return list of player ids currently registered on the session OutRegisteredPlayers.Length = Sessions[Idx].Registrants.Length; for (PlayerIdx=0; PlayerIdx < Sessions[Idx].Registrants.Length; PlayerIdx++) { OutRegisteredPlayers[PlayerIdx] = Sessions[Idx].Registrants[PlayerIdx].PlayerNetId; } break; } } } |
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