Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 00178 00179 00180 00181 00182 00183 00184 00185 00186 00187 00188 00189 00190 00191 00192 00193 00194 00195 00196 00197 00198 00199 00200 00201 00202 00203 00204 00205 00206 00207 00208 00209 00210 00211 00212 00213 00214 00215 00216 00217 00218 00219 00220 00221 00222 00223 00224 00225 00226 00227 00228 00229 00230 00231 00232 00233 00234 00235 00236 00237 00238 00239 00240 00241 00242 00243 00244 00245 00246 00247 00248 00249 00250 00251 00252 00253 00254 00255 00256 00257 00258 00259 00260 00261 00262 00263 00264 00265 00266 00267 00268 00269 00270 00271 00272 00273 00274 00275 00276 00277 00278 00279 00280 00281 00282 00283 00284 00285 00286 00287 00288 00289 00290 00291 00292 00293 00294 00295 00296 00297 00298 00299 00300 00301 00302 00303 00304 00305 00306 00307 00308 00309 00310 00311 00312 00313 00314 00315 00316 00317 00318 00319 00320 00321 00322 00323 00324 00325 00326 00327 00328 00329 00330 00331 00332 00333 00334 00335 00336 00337 00338 00339 00340 00341 00342 00343 00344 00345 00346 00347 00348 00349 00350 00351 00352 00353 00354 00355 00356 00357 00358 00359 00360 00361 00362 00363 00364 00365 00366 00367 00368 00369 00370 00371 00372 00373 00374 00375 00376 00377 00378 00379 00380 00381 00382 00383 00384 00385 00386 00387 00388 00389 00390 00391 00392 00393 00394 00395 00396 00397 00398 00399 00400 00401 00402 00403 00404 00405 00406 00407 00408 00409 00410 00411 00412 00413 00414 00415 00416 00417 00418 00419 00420 00421 00422 00423 00424 00425 00426 00427 00428 00429 00430 00431 00432 00433 00434 00435 00436 00437 00438 00439 00440 00441 00442 00443 00444 00445 00446 00447 00448 00449 00450 00451 00452 00453 00454 00455 00456 00457 00458 00459 00460 00461 00462 00463 00464 00465 00466 00467 00468 00469 00470 00471 00472 00473 00474 00475 00476 00477 00478 00479 00480 00481 00482 00483 00484 00485 00486 00487 00488 00489 00490 00491 00492 00493 00494 00495 00496 00497 00498 00499 00500 00501 00502 00503 00504 00505 00506 00507 00508 00509 00510 00511 00512 00513 00514 00515 00516 00517 00518 00519 00520 00521 00522 00523 00524 00525 00526 00527 00528 00529 00530 00531 00532 00533 00534 00535 00536 00537 00538 00539 00540 00541 00542 00543 00544 00545 00546 00547 00548 00549 00550 00551 00552 00553 00554 00555 00556 00557 00558 00559 00560 00561 00562 00563 00564 00565 00566 00567 00568 00569 00570 00571 00572 00573 00574 00575 00576 00577 00578 00579 00580 00581 00582 00583 00584 00585 00586 00587 00588 00589 00590 00591 00592 00593 00594 00595 00596 00597 00598 00599 00600 00601 00602 00603 00604 00605 00606 00607 00608 00609 00610 00611 00612 00613 00614 00615 00616 00617 00618 00619 00620 00621 00622 00623 00624 00625 00626 00627 00628 00629 00630 00631 00632 00633 00634 00635 00636 00637 00638 00639 00640 00641 00642 00643 00644 00645 00646 00647 00648 00649 00650 00651 00652 00653 00654 00655 00656 00657 00658 00659 00660 00661 00662 00663 00664 00665 00666 00667 00668 00669 00670 00671 00672 00673 00674 00675 00676 00677 00678 00679 00680 00681 00682 00683 00684 00685 00686 00687 00688 00689 00690 00691 00692 00693 00694 00695 00696 00697 00698 00699 00700 00701 00702 00703 00704 00705 00706 00707 00708 00709 00710 00711 00712 00713 00714 00715 00716 00717 00718 00719 00720 00721 00722 00723 00724 00725 00726 00727 00728 00729 00730 00731 00732 00733 00734 00735 00736 00737 00738 00739 00740 00741 00742 00743 00744 00745 00746 00747 00748 00749 00750 00751 00752 00753 00754 00755 00756 00757 00758 00759 00760 00761 00762 00763 00764 00765 00766 00767 00768 00769 00770 00771 00772 00773 00774 00775 00776 00777 00778 00779 00780 00781 00782 00783 00784 00785 00786 00787 00788 00789 00790 00791 00792 00793 00794 00795 00796 00797 00798 00799 00800 00801 00802 00803 00804 00805 00806 00807 00808 00809 00810 00811 00812 00813 00814 00815 00816 00817 00818 00819 00820 00821 00822 00823 00824 00825 00826 00827 00828 00829 00830 00831 00832 00833 00834 00835 00836 00837 00838 00839 00840 00841 00842 00843 00844 00845 00846 00847 00848 00849 00850 00851 00852 00853 00854 00855 00856 00857 00858 00859 00860 00861 00862 00863 00864 00865 00866 00867 00868 00869 00870 00871 00872 00873 00874 00875 00876 00877 00878 00879 00880 00881 00882 00883 00884 00885 00886 00887 00888 00889 00890 00891 00892 00893 00894 00895 00896 00897 00898 00899 00900 00901 00902 00903 00904 00905 00906 00907 00908 00909 00910 00911 00912 00913 00914 00915 00916 00917 00918 00919 00920 00921 00922 00923 00924 00925 00926 00927 00928 00929 00930 00931 00932 00933 00934 00935 00936 00937 00938 00939 00940 00941 00942 00943 00944 00945 00946 00947 00948 00949 00950 00951 00952 00953 00954 00955 00956 00957 00958 00959 00960 00961 00962 00963 00964 00965 00966 00967 00968 00969 00970 00971 00972 00973 00974 00975 00976 00977 00978 00979 00980 00981 00982 00983 00984 00985 00986 00987 00988 00989 00990 00991 00992 00993 00994 00995 00996 00997 00998 00999 01000 01001 01002 01003 01004 01005 01006 01007 01008 01009 01010 01011 01012 01013 01014 01015 01016 01017 01018 01019 01020 01021 01022 01023 01024 01025 01026 01027 01028 01029 01030 01031 01032 01033 01034 01035 01036 01037 01038 01039 01040 01041 01042 01043 01044 01045 01046 01047 01048 01049 01050 01051 01052 01053 01054 01055 01056 01057 01058 01059 01060 01061 01062 01063 01064 01065 01066 01067 01068 01069 01070 01071 01072 01073 01074 01075 01076 01077 01078 01079 01080 01081 01082 01083 01084 01085 01086 01087 01088 01089 01090 01091 01092 01093 01094 01095 01096 01097 01098 01099 01100 01101 01102 01103 01104 01105 01106 01107 01108 01109 01110 01111 01112 01113 01114 01115 01116 01117 01118 01119 01120 01121 01122 01123 01124 01125 01126 01127 01128 01129 01130 01131 01132 01133 01134 01135 01136 01137 01138 01139 01140 01141 01142 01143 01144 01145 01146 01147 01148 01149 01150 01151 01152 01153 01154 01155 01156 01157 01158 01159 01160 01161 01162 01163 01164 01165 01166 01167 01168 01169 01170 01171 01172 01173 01174 01175 01176 01177 01178 01179 01180 01181 01182 01183 01184 01185 01186 01187 01188 01189 01190 01191 01192 01193 01194 01195 01196 01197 01198 01199 01200 01201 01202 01203 01204 01205 01206 01207 01208 01209 01210 01211 01212 01213 01214 01215 01216 01217 01218 01219 01220 01221 01222 01223 01224 01225 01226 01227 01228 01229 01230 01231 01232 01233 01234 01235 01236 01237 01238 01239 01240 01241 01242 01243 01244 01245 01246 01247 01248 01249 01250 01251 01252 01253 01254 01255 01256 01257 01258 01259 01260 01261 01262 01263 01264 01265 01266 01267 01268 01269 01270 01271 01272 01273 01274 01275 01276 01277 01278 01279 01280 01281 01282 01283 01284 01285 01286 01287 01288 01289 01290 01291 01292 01293 01294 01295 01296 01297 01298 01299 01300 01301 01302 01303 01304 01305 01306 01307 01308 01309 01310 01311 01312 01313 01314 01315 01316 01317 01318 01319 01320 01321 01322 01323 01324 01325 01326 01327 01328 01329 01330 01331 01332 01333 01334 01335 01336 01337 01338 01339 01340 01341 01342 01343 01344 01345 01346 01347 01348 01349 01350 01351 01352 01353 01354 01355 01356 01357 01358 01359 01360 01361 01362 01363 01364 01365 01366 01367 01368 01369 01370 01371 01372 01373 01374 01375 01376 01377 01378 01379 01380 01381 01382 01383 01384 01385 01386 01387 01388 01389 01390 01391 01392 01393 01394 01395 01396 01397 01398 01399 01400 01401 01402 01403 01404 01405 01406 01407 01408 01409 01410 01411 01412 01413 01414 01415 01416 01417 01418 01419 01420 01421 01422 01423 01424 01425 01426 01427 01428 01429 01430 01431 01432 01433 01434 01435 01436 01437 01438 01439 01440 01441 01442 01443 01444 01445 01446 01447 01448 01449 01450 01451 01452 01453 01454 01455 01456 01457 01458 01459 01460 01461 01462 01463 01464 01465 01466 01467 01468 01469 01470 01471 01472 01473 01474 01475 01476 01477 01478 01479 01480 01481 01482 01483 01484 01485 01486 01487 01488 01489 01490 01491 01492 01493 01494 01495 01496 01497 01498 01499 01500 01501 01502 01503 01504 01505 01506 01507 01508 01509 01510 01511 01512 01513 01514 01515 01516 01517 01518 01519 01520 01521 01522 01523 01524 01525 01526 01527 01528 01529 01530 01531 01532 01533 01534 01535 01536 01537 01538 01539 01540 01541 01542 01543 01544 01545 01546 01547 01548 01549 01550 01551 01552 01553 01554 01555 01556 01557 01558 01559 01560 01561 01562 01563 01564 01565 01566 01567 01568 01569 01570 01571 01572 01573 01574 01575 01576 01577 01578 01579 01580 01581 01582 01583 01584 01585 01586 01587 01588 01589 01590 01591 01592 01593 01594 01595 01596 01597 01598 01599 01600 01601 01602 01603 01604 01605 01606 01607 01608 01609 01610 01611 01612 01613 01614 01615 01616 01617 01618 01619 01620 01621 01622 01623 01624 01625 01626 01627 01628 01629 01630 01631 01632 01633 01634 01635 01636 01637 01638 01639 01640 01641 01642 01643 01644 01645 01646 01647 01648 01649 01650 01651 01652 01653 01654 01655 01656 01657 01658 01659 01660 01661 01662 01663 01664 01665 01666 01667 01668 01669 01670 01671 01672 01673 01674 01675 01676 01677 01678 01679 01680 01681 01682 01683 01684 01685 01686 01687 01688 01689 01690 01691 01692 01693 01694 01695 01696 01697 01698 01699 01700 01701 01702 01703 01704 01705 01706 01707 01708 01709 01710 01711 01712 01713 01714 01715 01716 01717 01718 01719 01720 01721 01722 01723 01724 01725 01726 01727 01728 01729 01730 01731 01732 01733 01734 01735 01736 01737 01738 01739 01740 01741 01742 01743 01744 01745 01746 01747 01748 01749 01750 01751 01752 01753 01754 01755 01756 01757 01758 01759 01760 01761 01762 01763 01764 01765 01766 01767 01768 01769 01770 01771 01772 01773 01774 01775 01776 01777 01778 01779 01780 01781 01782 01783 01784 01785 01786 01787 01788 01789 01790 01791 01792 01793 01794 01795 01796 01797 01798 01799 01800 01801 01802 01803 01804 01805 01806 01807 01808 01809 01810 01811 01812 01813 01814 01815 01816 01817 01818 01819 01820 01821 01822 01823 01824 01825 01826 01827 01828 01829 01830 01831 01832 01833 01834 01835 01836 01837 01838 01839 01840 01841 01842 01843 01844 01845 01846 01847 01848 01849 01850 01851 01852 01853 01854 01855 01856 01857 01858 01859 01860 01861 01862 01863 01864 01865 01866 01867 |
/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class OnlineSubsystemPC extends OnlineSubsystemCommonImpl native implements(OnlinePlayerInterface,OnlineVoiceInterface,OnlineStatsInterface,OnlineSystemInterface) config(Engine); /** The name of the player that is logged in */ var const string LoggedInPlayerName; /** The unique id of the logged in player */ var const UniqueNetId LoggedInPlayerId; /** * This is the array of pending async tasks. Each tick these tasks are checked * for completion. If complete, the delegate associated with them is called */ var native const array<pointer> AsyncTasks{FOnlineAsyncTaskPC}; /** The directory profile data should be stored in */ var config string ProfileDataDirectory; /** The file extension to use when saving profile data */ var config string ProfileDataExtension; /** The array of delegates that notify read completion of profile data */ var array<delegate<OnReadProfileSettingsComplete> > ReadProfileSettingsDelegates; /** The array of delegates that notify write completion of profile data */ var array<delegate<OnWriteProfileSettingsComplete> > WriteProfileSettingsDelegates; /** The cached profile for the player */ var OnlineProfileSettings CachedProfile; /** List of callbacks to notify when speech recognition is complete */ var array<delegate<OnRecognitionComplete> > SpeechRecognitionCompleteDelegates; /** The array of delegates that notify read completion of the friends list data */ var array<delegate<OnReadFriendsComplete> > ReadFriendsDelegates; /** The array of delegates that notify that the friends list has changed */ var array<delegate<OnFriendsChange> > FriendsChangeDelegates; /** The array of delegates that notify that the mute list has changed */ var array<delegate<OnMutingChange> > MutingChangeDelegates; /** * 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(); /** * Delegate used in login notifications * * @param LocalUserNum the player that had the login change */ delegate OnLoginChange(byte LocalUserNum); /** * Delegate used to notify when a login request was cancelled by the user */ delegate OnLoginCancelled(); /** * Delegate used in mute list change notifications */ delegate OnMutingChange(); /** * Delegate fired when a file read from the network platform's title specific storage is complete * * @param bWasSuccessful whether the file read was successful or not * @param FileName the name of the file this was for */ delegate OnReadTitleFileComplete(bool bWasSuccessful,string FileName); /** * Starts an asynchronous read of the specified file from the network platform's * title specific file store * * @param FileToRead the name of the file to read * * @return true if the calls starts successfully, false otherwise */ function bool ReadTitleFile(string FileToRead); /** * Adds the delegate to the list to be notified when a requested file has been read * * @param ReadTitleFileCompleteDelegate the delegate to add */ function AddReadTitleFileCompleteDelegate(delegate<OnReadTitleFileComplete> ReadTitleFileCompleteDelegate); /** * Removes the delegate from the notify list * * @param ReadTitleFileCompleteDelegate the delegate to remove */ function ClearReadTitleFileCompleteDelegate(delegate<OnReadTitleFileComplete> ReadTitleFileCompleteDelegate); /** * Copies the file data into the specified buffer for the specified file * * @param FileName the name of the file to read * @param FileContents the out buffer to copy the data into * * @return true if the data was copied, false otherwise */ function bool GetTitleFileContents(string FileName,out array<byte> FileContents); /** * Determines the async state of the tile file read operation * * @param FileName the name of the file to check on * * @return the async state of the file read */ function EOnlineEnumerationReadState GetTitleFileState(string FileName); /** * Called when a player is talking either locally or remote. This will be called * once for each active talker each frame. * * @param Player the player that is talking * @param bIsTalking if true, the player is now talking, if false they are no longer talking */ delegate OnPlayerTalkingStateChange(UniqueNetId Player,bool bIsTalking); /** * Adds a talker delegate to the list of notifications * * @param TalkerDelegate the delegate to call when a player is talking */ function AddPlayerTalkingDelegate(delegate<OnPlayerTalkingStateChange> TalkerDelegate); /** * Removes a talker delegate to the list of notifications * * @param TalkerDelegate the delegate to remove from the notification list */ function ClearPlayerTalkingDelegate(delegate<OnPlayerTalkingStateChange> TalkerDelegate); /** * Delegate used in friends list change notifications */ delegate OnFriendsChange(); /** * Displays the UI that prompts the user for their login credentials. Each * platform handles the authentication of the user's data. * * @param bShowOnlineOnly whether to only display online enabled profiles or not * * @return TRUE if it was able to show the UI, FALSE if it failed */ function bool ShowLoginUI(optional bool bShowOnlineOnly = false); /** * Logs the player into the online service. If this fails, it generates a * OnLoginFailed notification * * @param LocalUserNum the controller number of the associated user * @param LoginName the unique identifier for the player * @param Password the password for this account * @param bWantsLocalOnly whether the player wants to sign in locally only or not * * @return true if the async call started ok, false otherwise */ function bool Login(byte LocalUserNum,string LoginName,string Password,optional bool bWantsLocalOnly); /** * Logs the player into the online service using parameters passed on the * command line. Expects -Login=<UserName> -Password=<password>. If either * are missing, the function returns false and doesn't start the login * process * * @return true if the async call started ok, false otherwise */ function bool AutoLogin(); /** * Delegate used in notifying the UI/game that the manual login failed * * @param LocalUserNum the controller number of the associated user * @param ErrorCode the async error code that occurred */ delegate OnLoginFailed(byte LocalUserNum,EOnlineServerConnectionStatus ErrorCode); /** * Sets the delegate used to notify the gameplay code that a login failed * * @param LocalUserNum the controller number of the associated user * @param LoginDelegate the delegate to use for notifications */ function AddLoginFailedDelegate(byte LocalUserNum,delegate<OnLoginFailed> LoginDelegate); /** * Removes the specified delegate from the notification list * * @param LocalUserNum the controller number of the associated user * @param LoginDelegate the delegate to use for notifications */ function ClearLoginFailedDelegate(byte LocalUserNum,delegate<OnLoginFailed> LoginDelegate); /** * Signs the player out of the online service * * @param LocalUserNum the controller number of the associated user * * @return TRUE if the call succeeded, FALSE otherwise */ function bool Logout(byte LocalUserNum); /** * Delegate used in notifying the UI/game that the manual logout completed * * @param bWasSuccessful whether the async call completed properly or not */ delegate OnLogoutCompleted(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that a logout completed * * @param LocalUserNum the controller number of the associated user * @param LogoutDelegate the delegate to use for notifications */ function AddLogoutCompletedDelegate(byte LocalUserNum,delegate<OnLogoutCompleted> LogoutDelegate); /** * Removes the specified delegate from the notification list * * @param LocalUserNum the controller number of the associated user * @param LogoutDelegate the delegate to use for notifications */ function ClearLogoutCompletedDelegate(byte LocalUserNum,delegate<OnLogoutCompleted> LogoutDelegate); /** * Fetches the login status for a given player * * @param LocalUserNum the controller number of the associated user * * @return the enum value of their status */ function ELoginStatus GetLoginStatus(byte LocalUserNum) { return LS_NotLoggedIn; ; } /** * Gets the platform specific unique id for the specified player * * @param LocalUserNum the controller number of the associated user * @param PlayerId the byte array that will receive the id * * @return TRUE if the call succeeded, FALSE otherwise */ function bool GetUniquePlayerId(byte LocalUserNum,out UniqueNetId PlayerId) { PlayerId = LoggedInPlayerId; return true; } /** * Reads the player's nick name from the online service * * @param LocalUserNum the controller number of the associated user * * @return a string containing the players nick name */ function string GetPlayerNickname(byte LocalUserNum) { return LoggedInPlayerName; } /** * Determines whether the player is allowed to play online * * @param LocalUserNum the controller number of the associated user * * @return the Privilege level that is enabled */ function EFeaturePrivilegeLevel CanPlayOnline(byte LocalUserNum); /** * Determines whether the player is allowed to use voice or text chat online * * @param LocalUserNum the controller number of the associated user * * @return the Privilege level that is enabled */ function EFeaturePrivilegeLevel CanCommunicate(byte LocalUserNum); /** * Determines whether the player is allowed to download user created content * * @param LocalUserNum the controller number of the associated user * * @return the Privilege level that is enabled */ function EFeaturePrivilegeLevel CanDownloadUserContent(byte LocalUserNum); /** * Determines whether the player is allowed to buy content online * * @param LocalUserNum the controller number of the associated user * * @return the Privilege level that is enabled */ function EFeaturePrivilegeLevel CanPurchaseContent(byte LocalUserNum); /** * Determines whether the player is allowed to view other people's player profile * * @param LocalUserNum the controller number of the associated user * * @return the Privilege level that is enabled */ function EFeaturePrivilegeLevel CanViewPlayerProfiles(byte LocalUserNum); /** * Determines whether the player is allowed to have their online presence * information shown to remote clients * * @param LocalUserNum the controller number of the associated user * * @return the Privilege level that is enabled */ function EFeaturePrivilegeLevel CanShowPresenceInformation(byte LocalUserNum); /** * Checks that a unique player id is part of the specified user's friends list * * @param LocalUserNum the controller number of the associated user * @param PlayerId the id of the player being checked * * @return TRUE if a member of their friends list, FALSE otherwise */ function bool IsFriend(byte LocalUserNum,UniqueNetId PlayerId); /** * Checks that whether a group of player ids are among the specified player's * friends * * @param LocalUserNum the controller number of the associated user * @param Query an array of players to check for being included on the friends list * * @return TRUE if the call succeeded, FALSE otherwise */ function bool AreAnyFriends(byte LocalUserNum,out array<FriendsQuery> Query); /** * Checks that a unique player id is on the specified user's mute list * * @param LocalUserNum the controller number of the associated user * @param PlayerId the id of the player being checked * * @return TRUE if the player should be muted, FALSE otherwise */ function bool IsMuted(byte LocalUserNum,UniqueNetId PlayerId); /** * Displays the UI that shows a user's list of friends * * @param LocalUserNum the controller number of the associated user * * @return TRUE if it was able to show the UI, FALSE if it failed */ function bool ShowFriendsUI(byte LocalUserNum); /** * Sets the delegate used to notify the gameplay code that a login changed * * @param LoginDelegate the delegate to use for notifications * @param LocalUserNum whether to watch for changes on a specific slot or all slots */ function AddLoginChangeDelegate(delegate<OnLoginChange> LoginDelegate); /** * Removes the specified delegate from the notification list * * @param LoginDelegate the delegate to use for notifications * @param LocalUserNum whether to watch for changes on a specific slot or all slots */ function ClearLoginChangeDelegate(delegate<OnLoginChange> LoginDelegate); /** * Adds a delegate to the list of delegates that are fired when a login is cancelled * * @param CancelledDelegate the delegate to add to the list */ function AddLoginCancelledDelegate(delegate<OnLoginCancelled> CancelledDelegate); /** * Removes the specified delegate from the notification list * * @param CancelledDelegate the delegate to remove fromt he list */ function ClearLoginCancelledDelegate(delegate<OnLoginCancelled> CancelledDelegate); /** * Determines whether the specified user is a local (non-online) login or not * * @param LocalUserNum the controller number of the associated user * * @return true if a local profile, false otherwise */ function bool IsLocalLogin(byte LocalUserNum); /** * Determines whether the specified user is a guest login or not * * @param LocalUserNum the controller number of the associated user * * @return true if a guest, false otherwise */ function bool IsGuestLogin(byte LocalUserNum); /** * Sets the delegate used to notify the gameplay code that a muting list changed * * @param MutingDelegate the delegate to use for notifications */ function AddMutingChangeDelegate(delegate<OnMutingChange> MutingDelegate) { // Add this delegate to the array if not already present if (MutingChangeDelegates.Find(MutingDelegate) == INDEX_NONE) { MutingChangeDelegates[MutingChangeDelegates.Length] = MutingDelegate; } } /** * Searches the existing set of delegates for the one specified and removes it * from the list * * @param FriendsDelegate the delegate to use for notifications */ function ClearMutingChangeDelegate(delegate<OnFriendsChange> MutingDelegate) { local int RemoveIndex; RemoveIndex = MutingChangeDelegates.Find(MutingDelegate); // Remove this delegate from the array if found if (RemoveIndex != INDEX_NONE) { MutingChangeDelegates.Remove(RemoveIndex,1); } } /** * Sets the delegate used to notify the gameplay code that a friends list changed * * @param LocalUserNum the user to read the friends list of * @param FriendsDelegate the delegate to use for notifications */ function AddFriendsChangeDelegate(byte LocalUserNum,delegate<OnFriendsChange> FriendsDelegate) { if (LocalUserNum == 0) { // Add this delegate to the array if not already present if (FriendsChangeDelegates.Find(FriendsDelegate) == INDEX_NONE) { FriendsChangeDelegates[FriendsChangeDelegates.Length] = FriendsDelegate; } } else { `Warn("Invalid user index ("$LocalUserNum$") specified for ClearFriendsChangeDelegate()"); } } /** * Searches the existing set of delegates for the one specified and removes it * from the list * * @param LocalUserNum the user to read the friends list of * @param FriendsDelegate the delegate to use for notifications */ function ClearFriendsChangeDelegate(byte LocalUserNum,delegate<OnFriendsChange> FriendsDelegate) { local int RemoveIndex; if (LocalUserNum == 0) { RemoveIndex = FriendsChangeDelegates.Find(FriendsDelegate); // Remove this delegate from the array if found if (RemoveIndex != INDEX_NONE) { FriendsChangeDelegates.Remove(RemoveIndex,1); } } else { `Warn("Invalid user index ("$LocalUserNum$") specified for ClearFriendsChangeDelegate()"); } } /** * Reads the online profile settings for a given user * * @param LocalUserNum the user that we are reading the data for * @param ProfileSettings the object to copy the results to and contains the list of items to read * * @return true if the call succeeds, false otherwise */ native function bool ReadProfileSettings(byte LocalUserNum,OnlineProfileSettings ProfileSettings); /** * Delegate used when the last read profile settings request has completed * * @param LocalUserNum the controller index of the player who's read just completed * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnReadProfileSettingsComplete(byte LocalUserNum,bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the last read request has completed * * @param LocalUserNum which user to watch for read complete notifications * @param ReadProfileSettingsCompleteDelegate the delegate to use for notifications */ function AddReadProfileSettingsCompleteDelegate(byte LocalUserNum,delegate<OnReadProfileSettingsComplete> ReadProfileSettingsCompleteDelegate) { if (LocalUserNum == 0) { // Add this delegate to the array if not already present if (ReadProfileSettingsDelegates.Find(ReadProfileSettingsCompleteDelegate) == INDEX_NONE) { ReadProfileSettingsDelegates[ReadProfileSettingsDelegates.Length] = ReadProfileSettingsCompleteDelegate; } } else { `Warn("Invalid user index ("$LocalUserNum$") specified for AddReadProfileSettingsCompleteDelegate()"); } } /** * Searches the existing set of delegates for the one specified and removes it * from the list * * @param LocalUserNum which user to watch for read complete notifications * @param ReadProfileSettingsCompleteDelegate the delegate to find and clear */ function ClearReadProfileSettingsCompleteDelegate(byte LocalUserNum,delegate<OnReadProfileSettingsComplete> ReadProfileSettingsCompleteDelegate) { local int RemoveIndex; if (LocalUserNum == 0) { RemoveIndex = ReadProfileSettingsDelegates.Find(ReadProfileSettingsCompleteDelegate); // Remove this delegate from the array if found if (RemoveIndex != INDEX_NONE) { ReadProfileSettingsDelegates.Remove(RemoveIndex,1); } } else { `Warn("Invalid user index ("$LocalUserNum$") specified for ClearReadProfileSettingsCompleteDelegate()"); } } /** * Returns the online profile settings for a given user * * @param LocalUserNum the user that we are reading the data for * * @return the profile settings object */ function OnlineProfileSettings GetProfileSettings(byte LocalUserNum) { if (LocalUserNum == 0) { return CachedProfile; } return None; } /** * Writes the online profile settings for a given user to the online data store * * @param LocalUserNum the user that we are writing the data for * @param ProfileSettings the list of settings to write out * * @return true if the call succeeds, false otherwise */ native function bool WriteProfileSettings(byte LocalUserNum,OnlineProfileSettings ProfileSettings); /** * Delegate used when the last write profile settings request has completed * * @param LocalUserNum the controller index of the player who's write just completed * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnWriteProfileSettingsComplete(byte LocalUserNum,bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the last read request has completed * * @param LocalUserNum which user to watch for read complete notifications * @param ReadProfileSettingsCompleteDelegate the delegate to use for notifications */ function AddWriteProfileSettingsCompleteDelegate(byte LocalUserNum,delegate<OnWriteProfileSettingsComplete> WriteProfileSettingsCompleteDelegate) { if (LocalUserNum == 0) { // Add this delegate to the array if not already present if (WriteProfileSettingsDelegates.Find(WriteProfileSettingsCompleteDelegate) == INDEX_NONE) { WriteProfileSettingsDelegates[WriteProfileSettingsDelegates.Length] = WriteProfileSettingsCompleteDelegate; } } else { `Warn("Invalid user index ("$LocalUserNum$") specified for AddWriteProfileSettingsCompleteDelegate()"); } } /** * Searches the existing set of delegates for the one specified and removes it * from the list * * @param LocalUserNum which user to watch for read complete notifications * @param ReadProfileSettingsCompleteDelegate the delegate to find and clear */ function ClearWriteProfileSettingsCompleteDelegate(byte LocalUserNum,delegate<OnWriteProfileSettingsComplete> WriteProfileSettingsCompleteDelegate) { local int RemoveIndex; if (LocalUserNum == 0) { RemoveIndex = WriteProfileSettingsDelegates.Find(WriteProfileSettingsCompleteDelegate); // Remove this delegate from the array if found if (RemoveIndex != INDEX_NONE) { WriteProfileSettingsDelegates.Remove(RemoveIndex,1); } } else { `Warn("Invalid user index ("$LocalUserNum$") specified for ClearWriteProfileSettingsCompleteDelegate()"); } } /** * Delegate called when a player's status changes but doesn't change profiles * * @param NewStatus the new login status for the user * @param NewId the new id to associate with the user */ delegate OnLoginStatusChange(ELoginStatus NewStatus,UniqueNetId NewId); /** * Sets the delegate used to notify the gameplay code that a login status has changed * * @param LoginDelegate the delegate to use for notifications * @param LocalUserNum the player to watch login status changes for */ function AddLoginStatusChangeDelegate(delegate<OnLoginStatusChange> LoginStatusDelegate,byte LocalUserNum); /** * Removes the specified delegate from the notification list * * @param LoginDelegate the delegate to use for notifications * @param LocalUserNum the player to watch login status changes for */ function ClearLoginStatusChangeDelegate(delegate<OnLoginStatusChange> LoginStatusDelegate,byte LocalUserNum); /** * Starts an async task that retrieves the list of friends for the player from the * online service. The list can be retrieved in whole or in part. * * @param LocalUserNum the user to read the friends list of * @param Count the number of friends to read or zero for all * @param StartingAt the index of the friends list to start at (for pulling partial lists) * * @return true if the read request was issued successfully, false otherwise */ function bool ReadFriendsList(byte LocalUserNum,optional int Count,optional int StartingAt); /** * Delegate used when the friends read request has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnReadFriendsComplete(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the friends read request has completed * * @param LocalUserNum the user to read the friends list of * @param ReadFriendsCompleteDelegate the delegate to use for notifications */ function AddReadFriendsCompleteDelegate(byte LocalUserNum,delegate<OnReadFriendsComplete> ReadFriendsCompleteDelegate) { if (LocalUserNum == 0) { // Add this delegate to the array if not already present if (ReadFriendsDelegates.Find(ReadFriendsCompleteDelegate) == INDEX_NONE) { ReadFriendsDelegates[ReadFriendsDelegates.Length] = ReadFriendsCompleteDelegate; } } else { `Warn("Invalid user index ("$LocalUserNum$") specified for AddReadFriendsCompleteDelegate()"); } } /** * Searches the existing set of delegates for the one specified and removes it * from the list * * @param LocalUserNum which user to watch for read complete notifications * @param ReadFriendsCompleteDelegate the delegate to find and clear */ function ClearReadFriendsCompleteDelegate(byte LocalUserNum,delegate<OnReadFriendsComplete> ReadFriendsCompleteDelegate) { local int RemoveIndex; if (LocalUserNum == 0) { RemoveIndex = ReadFriendsDelegates.Find(ReadFriendsCompleteDelegate); // Remove this delegate from the array if found if (RemoveIndex != INDEX_NONE) { ReadFriendsDelegates.Remove(RemoveIndex,1); } } else { `Warn("Invalid user index ("$LocalUserNum$") specified for ClearReadFriendsCompleteDelegate()"); } } /** * Copies the list of friends for the player previously retrieved from the online * service. The list can be retrieved in whole or in part. * * @param LocalUserNum the user to read the friends list of * @param Friends the out array that receives the copied data * @param Count the number of friends to read or zero for all * @param StartingAt the index of the friends list to start at (for pulling partial lists) * * @return OERS_Done if the read has completed, otherwise one of the other states */ function EOnlineEnumerationReadState GetFriendsList(byte LocalUserNum,out array<OnlineFriend> Friends,optional int Count,optional int StartingAt); /** * Registers the user as a talker * * @param LocalUserNum the local player index that is a talker * * @return TRUE if the call succeeded, FALSE otherwise */ function bool RegisterLocalTalker(byte LocalUserNum); /** * Unregisters the user as a talker * * @param LocalUserNum the local player index to be removed * * @return TRUE if the call succeeded, FALSE otherwise */ function bool UnregisterLocalTalker(byte LocalUserNum); /** * Registers a remote player as a talker * * @param PlayerId the unique id of the remote player that is a talker * * @return TRUE if the call succeeded, FALSE otherwise */ function bool RegisterRemoteTalker(UniqueNetId PlayerId); /** * Unregisters a remote player as a talker * * @param PlayerId the unique id of the remote player to be removed * * @return TRUE if the call succeeded, FALSE otherwise */ function bool UnregisterRemoteTalker(UniqueNetId PlayerId); /** * Determines if the specified player is actively talking into the mic * * @param LocalUserNum the local player index being queried * * @return TRUE if the player is talking, FALSE otherwise */ function bool IsLocalPlayerTalking(byte LocalUserNum); /** * Determines if the specified remote player is actively talking into the mic * NOTE: Network latencies will make this not 100% accurate * * @param PlayerId the unique id of the remote player being queried * * @return TRUE if the player is talking, FALSE otherwise */ function bool IsRemotePlayerTalking(UniqueNetId PlayerId); /** * Determines if the specified player has a headset connected * * @param LocalUserNum the local player index being queried * * @return TRUE if the player has a headset plugged in, FALSE otherwise */ function bool IsHeadsetPresent(byte LocalUserNum); /** * Sets the relative priority for a remote talker. 0 is highest * * @param LocalUserNum the user that controls the relative priority * @param PlayerId the remote talker that is having their priority changed for * @param Priority the relative priority to use (0 highest, < 0 is muted) * * @return TRUE if the function succeeds, FALSE otherwise */ function bool SetRemoteTalkerPriority(byte LocalUserNum,UniqueNetId PlayerId,int Priority); /** * Mutes a remote talker for the specified local player. NOTE: This only mutes them in the * game unless the bIsSystemWide flag is true, which attempts to mute them globally * * @param LocalUserNum the user that is muting the remote talker * @param PlayerId the remote talker that is being muted * @param bIsSystemWide whether to try to mute them globally or not * * @return TRUE if the function succeeds, FALSE otherwise */ function bool MuteRemoteTalker(byte LocalUserNum,UniqueNetId PlayerId,optional bool bIsSystemWide); /** * Allows a remote talker to talk to the specified local player. NOTE: This only unmutes them in the * game unless the bIsSystemWide flag is true, which attempts to unmute them globally * * @param LocalUserNum the user that is allowing the remote talker to talk * @param PlayerId the remote talker that is being restored to talking * @param bIsSystemWide whether to try to unmute them globally or not * * @return TRUE if the function succeeds, FALSE otherwise */ function bool UnmuteRemoteTalker(byte LocalUserNum,UniqueNetId PlayerId,optional bool bIsSystemWide); /** * Tells the voice layer that networked processing of the voice data is allowed * for the specified player. This allows for push-to-talk style voice communication * * @param LocalUserNum the local user to allow network transimission for */ function StartNetworkedVoice(byte LocalUserNum); /** * Tells the voice layer to stop processing networked voice support for the * specified player. This allows for push-to-talk style voice communication * * @param LocalUserNum the local user to disallow network transimission for */ function StopNetworkedVoice(byte LocalUserNum); /** * Tells the voice system to start tracking voice data for speech recognition * * @param LocalUserNum the local user to recognize voice data for * * @return true upon success, false otherwise */ function bool StartSpeechRecognition(byte LocalUserNum); /** * Tells the voice system to stop tracking voice data for speech recognition * * @param LocalUserNum the local user to recognize voice data for * * @return true upon success, false otherwise */ function bool StopSpeechRecognition(byte LocalUserNum); /** * Gets the results of the voice recognition * * @param LocalUserNum the local user to read the results of * @param Words the set of words that were recognized by the voice analyzer * * @return true upon success, false otherwise */ function bool GetRecognitionResults(byte LocalUserNum,out array<SpeechRecognizedWord> Words); /** * Called when speech recognition for a given player has completed. The * consumer of the notification can call GetRecognitionResults() to get the * words that were recognized */ delegate OnRecognitionComplete(); /** * Sets the speech recognition notification callback to use for the specified user * * @param LocalUserNum the local user to receive notifications for * @param RecognitionDelegate the delegate to call when recognition is complete */ function AddRecognitionCompleteDelegate(byte LocalUserNum,delegate<OnRecognitionComplete> RecognitionDelegate) { if (SpeechRecognitionCompleteDelegates.Find(RecognitionDelegate) == INDEX_NONE) { SpeechRecognitionCompleteDelegates[SpeechRecognitionCompleteDelegates.Length] = RecognitionDelegate; } } /** * Clears the speech recognition notification callback to use for the specified user * * @param LocalUserNum the local user to receive notifications for * @param RecognitionDelegate the delegate to call when recognition is complete */ function ClearRecognitionCompleteDelegate(byte LocalUserNum,delegate<OnRecognitionComplete> RecognitionDelegate) { local int RemoveIndex; RemoveIndex = SpeechRecognitionCompleteDelegates.Find(RecognitionDelegate); if (RemoveIndex != INDEX_NONE) { SpeechRecognitionCompleteDelegates.Remove(RemoveIndex,1); } } /** * Changes the vocabulary id that is currently being used * * @param LocalUserNum the local user that is making the change * @param VocabularyId the new id to use * * @return true if successful, false otherwise */ function bool SelectVocabulary(byte LocalUserNum,int VocabularyId); /** * Changes the object that is in use to the one specified * * @param LocalUserNum the local user that is making the change * @param SpeechRecogObj the new object use * * @param true if successful, false otherwise */ function bool SetSpeechRecognitionObject(byte LocalUserNum,SpeechRecognition SpeechRecogObj); /** * Notifies the interested party that the last stats read has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnReadOnlineStatsComplete(bool bWasSuccessful); /** * Reads a set of stats for the specified list of players * * @param Players the array of unique ids to read stats for * @param StatsRead holds the definitions of the tables to read the data from and * results are copied into the specified object * * @return TRUE if the call is successful, FALSE otherwise */ function bool ReadOnlineStats(const out array<UniqueNetId> Players,OnlineStatsRead StatsRead); /** * Reads a player's stats and all of that player's friends stats for the * specified set of stat views. This allows you to easily compare a player's * stats to their friends. * * @param LocalUserNum the local player having their stats and friend's stats read for * @param StatsRead holds the definitions of the tables to read the data from and * results are copied into the specified object * * @return TRUE if the call is successful, FALSE otherwise */ function bool ReadOnlineStatsForFriends(byte LocalUserNum,OnlineStatsRead StatsRead); /** * Reads stats by ranking. This grabs the rows starting at StartIndex through * NumToRead and places them in the StatsRead object. * * @param StatsRead holds the definitions of the tables to read the data from and * results are copied into the specified object * @param StartIndex the starting rank to begin reads at (1 for top) * @param NumToRead the number of rows to read (clamped at 100 underneath) * * @return TRUE if the call is successful, FALSE otherwise */ function bool ReadOnlineStatsByRank(OnlineStatsRead StatsRead,optional int StartIndex = 1,optional int NumToRead = 100); /** * Reads stats by ranking centered around a player. This grabs a set of rows * above and below the player's current rank * * @param LocalUserNum the local player having their stats being centered upon * @param StatsRead holds the definitions of the tables to read the data from and * results are copied into the specified object * @param NumRows the number of rows to read above and below the player's rank * * @return TRUE if the call is successful, FALSE otherwise */ function bool ReadOnlineStatsByRankAroundPlayer(byte LocalUserNum,OnlineStatsRead StatsRead,optional int NumRows = 10); /** * Adds the delegate to a list used to notify the gameplay code that the stats read has completed * * @param ReadOnlineStatsCompleteDelegate the delegate to use for notifications */ function AddReadOnlineStatsCompleteDelegate(delegate<OnReadOnlineStatsComplete> ReadOnlineStatsCompleteDelegate); /** * Removes the delegate from the notify list * * @param ReadOnlineStatsCompleteDelegate the delegate to use for notifications */ function ClearReadOnlineStatsCompleteDelegate(delegate<OnReadOnlineStatsComplete> ReadOnlineStatsCompleteDelegate); /** * Cleans up any platform specific allocated data contained in the stats data * * @param StatsRead the object to handle per platform clean up on */ function FreeStats(OnlineStatsRead StatsRead); /** * Writes out the stats contained within the stats write object to the online * subsystem's cache of stats data. Note the new data replaces the old. It does * not write the data to the permanent storage until a FlushOnlineStats() call * or a session ends. Stats cannot be written without a session or the write * request is ignored. No more than 5 stats views can be written to at a time * or the write request is ignored. * * @param SessionName the name of the session to write stats for * @param Player the player to write stats for * @param StatsWrite the object containing the information to write * * @return TRUE if the call is successful, FALSE otherwise */ function bool WriteOnlineStats(name SessionName,UniqueNetId Player,OnlineStatsWrite StatsWrite); /** * Commits any changes in the online stats cache to the permanent storage * * @param SessionName the name of the session having stats flushed * * @return TRUE if the call is successful, FALSE otherwise */ function bool FlushOnlineStats(name SessionName); /** * Delegate called when the stats flush operation has completed * * @param SessionName the name of the session having stats flushed * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnFlushOnlineStatsComplete(name SessionName,bool bWasSuccessful); /** * Adds the delegate used to notify the gameplay code that the stats flush has completed * * @param FlushOnlineStatsCompleteDelegate the delegate to use for notifications */ function AddFlushOnlineStatsCompleteDelegate(delegate<OnFlushOnlineStatsComplete> FlushOnlineStatsCompleteDelegate); /** * Clears the delegate used to notify the gameplay code that the stats flush has completed * * @param FlushOnlineStatsCompleteDelegate the delegate to use for notifications */ function ClearFlushOnlineStatsCompleteDelegate(delegate<OnFlushOnlineStatsComplete> FlushOnlineStatsCompleteDelegate); /** * Writes the score data for the match * * @param SessionName the name of the session to write scores for * @param LeaderboardId the leaderboard to write the score information to * @param PlayerScores the list of players, teams, and scores they earned * * @return TRUE if the call is successful, FALSE otherwise */ function bool WriteOnlinePlayerScores(name SessionName,int LeaderboardId,const out array<OnlinePlayerScore> PlayerScores); /** * Reads the host's stat guid for synching up stats. Only valid on the host. * * @return the host's stat guid */ function string GetHostStatGuid(); /** * Registers the host's stat guid with the client for verification they are part of * the stat. Note this is an async task for any backend communication that needs to * happen before the registration is deemed complete * * @param HostStatGuid the host's stat guid * * @return TRUE if the call is successful, FALSE otherwise */ function bool RegisterHostStatGuid(const out string HostStatGuid); /** * Called when the host stat guid registration is complete * * @param bWasSuccessful whether the registration has completed or not */ delegate OnRegisterHostStatGuidComplete(bool bWasSuccessful); /** * Adds the delegate for notifying when the host guid registration is done * * @param RegisterHostStatGuidCompleteDelegate the delegate to use for notifications */ function AddRegisterHostStatGuidCompleteDelegate(delegate<OnFlushOnlineStatsComplete> RegisterHostStatGuidCompleteDelegate); /** * Clears the delegate used to notify the gameplay code * * @param RegisterHostStatGuidCompleteDelegate the delegate to use for notifications */ function ClearRegisterHostStatGuidCompleteDelegateDelegate(delegate<OnFlushOnlineStatsComplete> RegisterHostStatGuidCompleteDelegate); /** * Reads the client's stat guid that was generated by registering the host's guid * Used for synching up stats. Only valid on the client. Only callable after the * host registration has completed * * @return the client's stat guid */ function string GetClientStatGuid(); /** * Registers the client's stat guid on the host to validate that the client was in the stat. * Used for synching up stats. Only valid on the host. * * @param PlayerId the client's unique net id * @param ClientStatGuid the client's stat guid * * @return TRUE if the call is successful, FALSE otherwise */ function bool RegisterStatGuid(UniqueNetId PlayerId,const out string ClientStatGuid); /** * Calculates the aggregate skill from an array of skills. * * @param Mus - array that holds the mu values * @param Sigmas - array that holds the sigma values * @param OutAggregateMu - aggregate Mu * @param OutAggregateSigma - aggregate Sigma */ function CalcAggregateSkill(array<double> Mus, array<double> Sigmas, out double OutAggregateMu, out double OutAggregateSigma); /** * 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) { if (UserIndex == 0) { return LoggedInPlayerName; } return ""; } /** * 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) { local UniqueNetId Zero; if (UserIndex == 0) { return LoggedInPlayerId; } return Zero; } /** * Determines if the ethernet link is connected or not */ function bool HasLinkConnection() { return true; } /** * Delegate fired when the network link status changes * * @param bIsConnected whether the link is currently connected or not */ delegate OnLinkStatusChange(bool bIsConnected); /** * Adds the delegate used to notify the gameplay code that link status changed * * @param LinkStatusDelegate the delegate to use for notifications */ function AddLinkStatusChangeDelegate(delegate<OnLinkStatusChange> LinkStatusDelegate); /** * Removes the delegate from the notify list * * @param LinkStatusDelegate the delegate to remove */ function ClearLinkStatusChangeDelegate(delegate<OnLinkStatusChange> LinkStatusDelegate); /** * Delegate fired when an external UI display state changes (opening/closing) * * @param bIsOpening whether the external UI is opening or closing */ delegate OnExternalUIChange(bool bIsOpening); /** * Sets the delegate used to notify the gameplay code that external UI state * changed (opened/closed) * * @param ExternalUIDelegate the delegate to use for notifications */ function AddExternalUIChangeDelegate(delegate<OnExternalUIChange> ExternalUIDelegate); /** * Removes the delegate from the notification list * * @param ExternalUIDelegate the delegate to remove */ function ClearExternalUIChangeDelegate(delegate<OnExternalUIChange> ExternalUIDelegate); /** * Determines the current notification position setting */ function ENetworkNotificationPosition GetNetworkNotificationPosition(); /** * Sets a new position for the network notification icons/images * * @param NewPos the new location to use */ function SetNetworkNotificationPosition(ENetworkNotificationPosition NewPos); /** * Delegate fired when the controller becomes dis/connected * * @param ControllerId the id of the controller that changed connection state * @param bIsConnected whether the controller connected (true) or disconnected (false) */ delegate OnControllerChange(int ControllerId,bool bIsConnected); /** * Sets the delegate used to notify the gameplay code that the controller state changed * * @param ControllerChangeDelegate the delegate to use for notifications */ function AddControllerChangeDelegate(delegate<OnControllerChange> ControllerChangeDelegate); /** * Removes the delegate used to notify the gameplay code that the controller state changed * * @param ControllerChangeDelegate the delegate to remove */ function ClearControllerChangeDelegate(delegate<OnControllerChange> ControllerChangeDelegate); /** * Determines if the specified controller is connected or not * * @param ControllerId the controller to query * * @return true if connected, false otherwise */ function bool IsControllerConnected(int ControllerId) { if (ControllerId == 0) { return true; } return false; } /** * Delegate fire when the online server connection state changes * * @param ConnectionStatus the new connection status */ delegate OnConnectionStatusChange(EOnlineServerConnectionStatus ConnectionStatus); /** * Adds the delegate to the list to be notified when the connection status changes * * @param ConnectionStatusDelegate the delegate to add */ function AddConnectionStatusChangeDelegate(delegate<OnConnectionStatusChange> ConnectionStatusDelegate); /** * Removes the delegate from the notify list * * @param ConnectionStatusDelegate the delegate to remove */ function ClearConnectionStatusChangeDelegate(delegate<OnConnectionStatusChange> ConnectionStatusDelegate); /** * Determines the NAT type the player is using */ function ENATType GetNATType() { return NAT_Open; } /** * Determine the locale (country code) for the player */ function int GetLocale() { return 0; } /** * Delegate fired when a storage device change is detected */ delegate OnStorageDeviceChange(); /** * Adds the delegate to the list to be notified when a storage device changes * * @param StorageDeviceChangeDelegate the delegate to add */ function AddStorageDeviceChangeDelegate(delegate<OnStorageDeviceChange> StorageDeviceChangeDelegate); /** * Removes the delegate from the notify list * * @param ConnectionStatusDelegate the delegate to remove */ function ClearStorageDeviceChangeDelegate(delegate<OnStorageDeviceChange> StorageDeviceChangeDelegate); /** * Sets the online status information to use for the specified player. Used to * tell other players what the player is doing (playing, menus, away, etc.) * * @param LocalUserNum the controller number of the associated user * @param StatusId the status id to use (maps to strings where possible) * @param LocalizedStringSettings the list of localized string settings to set * @param Properties the list of properties to set */ function SetOnlineStatus(byte LocalUserNum,int StatusId,const out array<LocalizedStringSetting> LocalizedStringSettings,const out array<SettingsProperty> Properties); /** * Displays the UI that shows the keyboard for inputing text * * @param LocalUserNum the controller number of the associated user * @param TitleText the title to display to the user * @param DescriptionText the text telling the user what to input * @param bIsPassword whether the item being entered is a password or not * @param bShouldValidate whether to apply the string validation API after input or not * @param DefaultText the default string to display * @param MaxResultLength the maximum length string expected to be filled in * * @return TRUE if it was able to show the UI, FALSE if it failed */ function bool ShowKeyboardUI(byte LocalUserNum,string TitleText,string DescriptionText, optional bool bIsPassword = false, optional bool bShouldValidate = true, optional string DefaultText, optional int MaxResultLength = 256); /** * Delegate used when the keyboard input request has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnKeyboardInputComplete(bool bWasSuccessful); /** * Adds the delegate used to notify the gameplay code that the user has completed * their keyboard input * * @param InputDelegate the delegate to use for notifications */ function AddKeyboardInputDoneDelegate(delegate<OnKeyboardInputComplete> InputDelegate); /** * Clears the delegate used to notify the gameplay code that the user has completed * their keyboard input * * @param InputDelegate the delegate to use for notifications */ function ClearKeyboardInputDoneDelegate(delegate<OnKeyboardInputComplete> InputDelegate); /** * Fetches the results of the input * * @param bWasCancelled whether the user canceled the input or not * * @return the string entered by the user. Note the string will be empty if it * fails validation */ function string GetKeyboardInputResults(out byte bWasCanceled); /** * Delegate used when the last write online player storage request has completed * * @param LocalUserNum the controller index of the player who's write just completed * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnWritePlayerStorageComplete(byte LocalUserNum,bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the last write request has completed * * @param LocalUserNum which user to watch for write complete notifications * @param WritePlayerStorageCompleteDelegate the delegate to use for notifications */ function AddWritePlayerStorageCompleteDelegate(byte LocalUserNum,delegate<OnWritePlayerStorageComplete> WritePlayerStorageCompleteDelegate); /** * Delegate used when the last read of online player storage data request has completed * * @param NetId the net id for the user who's read just completed * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnReadPlayerStorageForNetIdComplete(UniqueNetId NetId,bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the last read request has completed * * @param NetId the net id for the user to watch for read complete notifications * @param ReadPlayerStorageForNetIdCompleteDelegate the delegate to use for notifications */ function AddReadPlayerStorageForNetIdCompleteDelegate(UniqueNetId NetId,delegate<OnReadPlayerStorageForNetIdComplete> ReadPlayerStorageForNetIdCompleteDelegate); /** * Reads the online player storage data for a given net user * * @param LocalUserNum the local user that is initiating the read * @param NetId the net user that we are reading the data for * @param PlayerStorage the object to copy the results to and contains the list of items to read * * @return true if the call succeeds, false otherwise */ function bool ReadPlayerStorageForNetId(byte LocalUserNum,UniqueNetId NetId,OnlinePlayerStorage PlayerStorage); /** * Searches the existing set of delegates for the one specified and removes it * from the list * * @param NetId the net id for the user to watch for read complete notifications * @param ReadPlayerStorageForNetIdCompleteDelegate the delegate to find and clear */ function ClearReadPlayerStorageForNetIdCompleteDelegate(UniqueNetId NetId,delegate<OnReadPlayerStorageForNetIdComplete> ReadPlayerStorageForNetIdCompleteDelegate); /** * Reads the online player storage data for a given local user * If a valid storage device ID is specified then data is also read from that device and the newer version is kept. * * @param LocalUserNum the user that we are reading the data for * @param PlayerStorage the object to copy the results to and contains the list of items to read * @param DeviceId optional ID for connected device to read from. -1 for no device * * @return true if the call succeeds, false otherwise */ function bool ReadPlayerStorage(byte LocalUserNum,OnlinePlayerStorage PlayerStorage,optional int DeviceId = -1); /** * Delegate used when the last read of online player storage data request has completed * * @param LocalUserNum the controller index of the player who's read just completed * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnReadPlayerStorageComplete(byte LocalUserNum,bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the last read request has completed * * @param LocalUserNum which user to watch for read complete notifications * @param ReadPlayerStorageCompleteDelegate the delegate to use for notifications */ function AddReadPlayerStorageCompleteDelegate(byte LocalUserNum,delegate<OnReadPlayerStorageComplete> ReadPlayerStorageCompleteDelegate); /** * Searches the existing set of delegates for the one specified and removes it * from the list * * @param LocalUserNum which user to watch for read complete notifications * @param ReadPlayerStorageCompleteDelegate the delegate to find and clear */ function ClearReadPlayerStorageCompleteDelegate(byte LocalUserNum,delegate<OnReadPlayerStorageComplete> ReadPlayerStorageCompleteDelegate); /** * Returns the online player storage for a given local user * * @param LocalUserNum the user that we are reading the data for * * @return the player storage object */ function OnlinePlayerStorage GetPlayerStorage(byte LocalUserNum) { return None; } /** * Writes the online player storage data for a given local user to the online data store * If a valid storage device ID is specified then data is also written to that device. * * @param LocalUserNum the user that we are writing the data for * @param PlayerStorage the object that contains the list of items to write * @param DeviceId optional ID for connected device to write to. -1 for no device * * @return true if the call succeeds, false otherwise */ function bool WritePlayerStorage(byte LocalUserNum,OnlinePlayerStorage PlayerStorage,optional int DeviceId = -1); /** * Clears the delegate used to notify the gameplay code that the last write request has completed * * @param LocalUserNum which user to watch for write complete notifications * @param WritePlayerStorageCompleteDelegate the delegate to use for notifications */ function ClearWritePlayerStorageCompleteDelegate(byte LocalUserNum,delegate<OnWritePlayerStorageComplete> WritePlayerStorageCompleteDelegate); /** * Sends a friend invite to the specified player * * @param LocalUserNum the user that is sending the invite * @param NewFriend the player to send the friend request to * @param Message the message to display to the recipient * * @return true if successful, false otherwise */ function bool AddFriend(byte LocalUserNum,UniqueNetId NewFriend,optional string Message); /** * Sends a friend invite to the specified player nick * * @param LocalUserNum the user that is sending the invite * @param FriendName the name of the player to send the invite to * @param Message the message to display to the recipient * * @return true if successful, false otherwise */ function bool AddFriendByName(byte LocalUserNum,string FriendName,optional string Message); /** * Called when a friend invite arrives for a local player * * @param bWasSuccessful true if successfully added, false if not found or failed */ delegate OnAddFriendByNameComplete(bool bWasSuccessful); /** * Adds the delegate used to notify the gameplay code that the user has received a friend invite * * @param LocalUserNum the user associated with the notification * @param FriendDelegate the delegate to use for notifications */ function AddAddFriendByNameCompleteDelegate(byte LocalUserNum,delegate<OnAddFriendByNameComplete> FriendDelegate); /** * Removes the delegate specified from the list * * @param LocalUserNum the user associated with the notification * @param FriendDelegate the delegate to use for notifications */ function ClearAddFriendByNameCompleteDelegate(byte LocalUserNum,delegate<OnAddFriendByNameComplete> FriendDelegate); /** * Used to accept a friend invite sent to this player * * @param LocalUserNum the user the invite is for * @param RequestingPlayer the player the invite is from * * @param true if successful, false otherwise */ function bool AcceptFriendInvite(byte LocalUserNum,UniqueNetId RequestingPlayer); /** * Used to deny a friend request sent to this player * * @param LocalUserNum the user the invite is for * @param RequestingPlayer the player the invite is from * * @param true if successful, false otherwise */ function bool DenyFriendInvite(byte LocalUserNum,UniqueNetId RequestingPlayer); /** * Removes a friend from the player's friend list * * @param LocalUserNum the user that is removing the friend * @param FormerFriend the player to remove from the friend list * * @return true if successful, false otherwise */ function bool RemoveFriend(byte LocalUserNum,UniqueNetId FormerFriend); /** * Called when a friend invite arrives for a local player * * @param LocalUserNum the user that is receiving the invite * @param RequestingPlayer the player sending the friend request * @param RequestingNick the nick of the player sending the friend request * @param Message the message to display to the recipient */ delegate OnFriendInviteReceived(byte LocalUserNum,UniqueNetId RequestingPlayer,string RequestingNick,string Message); /** * Adds the delegate used to notify the gameplay code that the user has received a friend invite * * @param LocalUserNum the user associated with the notification * @param InviteDelegate the delegate to use for notifications */ function AddFriendInviteReceivedDelegate(byte LocalUserNum,delegate<OnFriendInviteReceived> InviteDelegate); /** * Removes the delegate specified from the list * * @param LocalUserNum the user associated with the notification * @param InviteDelegate the delegate to use for notifications */ function ClearFriendInviteReceivedDelegate(byte LocalUserNum,delegate<OnFriendInviteReceived> InviteDelegate); /** * Sends a message to a friend * * @param LocalUserNum the user that is sending the message * @param Friend the player to send the message to * @param Message the message to display to the recipient * * @return true if successful, false otherwise */ function bool SendMessageToFriend(byte LocalUserNum,UniqueNetId Friend,string Message); /** * Sends an invitation to play in the player's current session * * @param LocalUserNum the user that is sending the invite * @param Friend the player to send the invite to * @param Text the text of the message for the invite * * @return true if successful, false otherwise */ function bool SendGameInviteToFriend(byte LocalUserNum,UniqueNetId Friend,optional string Text); /** * Sends invitations to play in the player's current session * * @param LocalUserNum the user that is sending the invite * @param Friends the player to send the invite to * @param Text the text of the message for the invite * * @return true if successful, false otherwise */ function bool SendGameInviteToFriends(byte LocalUserNum,array<UniqueNetId> Friends,optional string Text); /** * Called when the online system receives a game invite that needs handling * * @param LocalUserNum the user that is receiving the invite * @param InviterName the nick name of the person sending the invite */ delegate OnReceivedGameInvite(byte LocalUserNum,string InviterName); /** * Adds the delegate used to notify the gameplay code that the user has received a game invite * * @param LocalUserNum the user associated with the notification * @param ReceivedGameInviteDelegate the delegate to use for notifications */ function AddReceivedGameInviteDelegate(byte LocalUserNum,delegate<OnReceivedGameInvite> ReceivedGameInviteDelegate); /** * Removes the delegate specified from the list * * @param LocalUserNum the user associated with the notification * @param ReceivedGameInviteDelegate the delegate to use for notifications */ function ClearReceivedGameInviteDelegate(byte LocalUserNum,delegate<OnReceivedGameInvite> ReceivedGameInviteDelegate); /** * Allows the local player to follow a friend into a game * * @param LocalUserNum the local player wanting to join * @param Friend the player that is being followed * * @return true if the async call worked, false otherwise */ function bool JoinFriendGame(byte LocalUserNum,UniqueNetId Friend); /** * Called once the join task has completed * * @param bWasSuccessful the session was found and is joinable, false otherwise */ delegate OnJoinFriendGameComplete(bool bWasSuccessful); /** * Sets the delegate used to notify when the join friend is complete * * @param JoinFriendGameCompleteDelegate the delegate to use for notifications */ function AddJoinFriendGameCompleteDelegate(delegate<OnJoinFriendGameComplete> JoinFriendGameCompleteDelegate); /** * Removes the delegate from the list of notifications * * @param JoinFriendGameCompleteDelegate the delegate to use for notifications */ function ClearJoinFriendGameCompleteDelegate(delegate<OnJoinFriendGameComplete> JoinFriendGameCompleteDelegate); /** * Returns the list of messages for the specified player * * @param LocalUserNum the local player wanting to join * @param FriendMessages the set of messages cached locally for the player */ function GetFriendMessages(byte LocalUserNum,out array<OnlineFriendMessage> FriendMessages); /** * Called when a friend invite arrives for a local player * * @param LocalUserNum the user that is receiving the message * @param SendingPlayer the player sending the message * @param SendingNick the nick of the player sending the message * @param Message the message to display to the recipient */ delegate OnFriendMessageReceived(byte LocalUserNum,UniqueNetId SendingPlayer,string SendingNick,string Message); /** * Adds the delegate used to notify the gameplay code that the user has received a friend invite * * @param LocalUserNum the user associated with the notification * @param MessageDelegate the delegate to use for notifications */ function AddFriendMessageReceivedDelegate(byte LocalUserNum,delegate<OnFriendMessageReceived> MessageDelegate); /** * Removes the delegate specified from the list * * @param LocalUserNum the user associated with the notification * @param MessageDelegate the delegate to use for notifications */ function ClearFriendMessageReceivedDelegate(byte LocalUserNum,delegate<OnFriendMessageReceived> MessageDelegate); /** * Mutes all voice or all but friends * * @param LocalUserNum the local user that is making the change * @param bAllowFriends whether to mute everyone or allow friends */ function bool MuteAll(byte LocalUserNum,bool bAllowFriends); /** * Allows all speakers to send voice * * @param LocalUserNum the local user that is making the change */ function bool UnmuteAll(byte LocalUserNum); /** * Deletes a message from the list of messages * * @param LocalUserNum the user that is deleting the message * @param MessageIndex the index of the message to delete * * @return true if the message was deleted, false otherwise */ function bool DeleteMessage(byte LocalUserNum,int MessageIndex); /** * Unlocks the specified achievement for the specified user * * @param LocalUserNum the controller number of the associated user * @param AchievementId the id of the achievement to unlock * * @return TRUE if the call worked, FALSE otherwise */ function bool UnlockAchievement(byte LocalUserNum,int AchievementId); /** * Delegate used when the achievement unlocking has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnUnlockAchievementComplete(bool bWasSuccessful); /** * Adds the delegate used to notify the gameplay code that the achievement unlocking has completed * * @param LocalUserNum which user to watch for read complete notifications * @param UnlockAchievementCompleteDelegate the delegate to use for notifications */ function AddUnlockAchievementCompleteDelegate(byte LocalUserNum,delegate<OnUnlockAchievementComplete> UnlockAchievementCompleteDelegate); /** * Clears the delegate used to notify the gameplay code that the achievement unlocking has completed * * @param LocalUserNum which user to watch for read complete notifications * @param UnlockAchievementCompleteDelegate the delegate to use for notifications */ function ClearUnlockAchievementCompleteDelegate(byte LocalUserNum,delegate<OnUnlockAchievementComplete> UnlockAchievementCompleteDelegate); /** * Starts an async read for the achievement list * * @param LocalUserNum the controller number of the associated user * @param TitleId the title id of the game the achievements are to be read for * @param bShouldReadText whether to fetch the text strings or not * @param bShouldReadImages whether to fetch the image data or not * * @return TRUE if the task starts, FALSE if it failed */ function bool ReadAchievements(byte LocalUserNum,optional int TitleId = 0,optional bool bShouldReadText = true,optional bool bShouldReadImages = false); /** * Called when the async achievements read has completed * * @param TitleId the title id that the read was for (0 means current title) */ delegate OnReadAchievementsComplete(int TitleId); /** * Sets the delegate used to notify the gameplay code that the achievements read request has completed * * @param LocalUserNum the user to read the achievements list for * @param ReadAchievementsCompleteDelegate the delegate to use for notifications */ function AddReadAchievementsCompleteDelegate(byte LocalUserNum,delegate<OnReadAchievementsComplete> ReadAchievementsCompleteDelegate); /** * Clears the delegate used to notify the gameplay code that the achievements read request has completed * * @param LocalUserNum the user to read the achievements list for * @param ReadAchievementsCompleteDelegate the delegate to use for notifications */ function ClearReadAchievementsCompleteDelegate(byte LocalUserNum,delegate<OnReadAchievementsComplete> ReadAchievementsCompleteDelegate); /** * Copies the list of achievements for the specified player and title id * * @param LocalUserNum the user to read the friends list of * @param Achievements the out array that receives the copied data * @param TitleId the title id of the game that these were read for * * @return OERS_Done if the read has completed, otherwise one of the other states */ function EOnlineEnumerationReadState GetAchievements(byte LocalUserNum,out array<AchievementDetails> Achievements,optional int TitleId = 0); defaultproperties { LoggedInPlayerName="Player1" } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |