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/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class OnlineSubsystemSteamworks extends OnlineSubsystemCommonImpl native implements(OnlinePlayerInterface,OnlinePlayerInterfaceEx,OnlineVoiceInterface,OnlineStatsInterface,OnlineSystemInterface,OnlineAccountInterface) config(Engine); cpptext { /** Cleanup stuff that happens outside of uobject's view. */ virtual void FinishDestroy(); /** Initializes Steamworks */ UBOOL InitSteamworks(); /** Handles updating of any async tasks that need to be performed */ void Tick(FLOAT DeltaTime); /** Ticks the connection checking code */ void TickConnectionStatusChange(FLOAT DeltaTime); /** Allows the Steamworks code to perform their Think operations */ void TickSteamworksTasks(FLOAT DeltaTime); /** Logs the player into the default account */ void SignInLocally(); /** Steam callback: user stats/achievements for the player have been obtained. */ void OnUserStatsReceived(UserStatsReceived_t *CallbackData); /** Steam callback: user stats/achievements for the player have been sent. */ void OnUserStatsStored(UserStatsStored_t *CallbackData); /** Steam callback: user stats for a specific player have been obtained. */ void OnSpecificUserStatsReceived(UserStatsReceived_t *CallbackData, bool bIOFailure); /** Steam callback: user stats for a specific player have been obtained. */ void OnSpecificGSStatsReceived(GSStatsReceived_t *CallbackData, bool bIOFailure); /** Steam callback: user stats for a specific player have been sent. */ void OnSpecificGSStatsStored(GSStatsStored_t *CallbackData, bool bIOFailure); /** Steam callback: count of total players received. */ void OnNumberOfCurrentPlayers(NumberOfCurrentPlayers_t *CallbackData, bool bIOFailure); /** Steam callback: connection to Steam obtained. */ void OnSteamServersConnected(SteamServersConnected_t *CallbackData); /** Steam callback: connection to Steam lost. */ void OnSteamServersDisconnected(SteamServersDisconnected_t *CallbackData); /** Steam callback: game server is ready. */ void OnGSPolicyResponse(GSPolicyResponse_t *CallbackData); /** Steam callback: Steam auth approved client. */ void OnGSClientApprove(GSClientApprove_t *CallbackData); /** Steam callback: Steam auth denied client. */ void OnGSClientDeny(GSClientDeny_t *CallbackData); /** Steam callback: Steam auth kicked client. */ void OnGSClientKick(GSClientKick_t *CallbackData); /** Steam callback: Leaderboard template for specified leaderboard name has been found*/ void OnUserFindLeaderboard(LeaderboardFindResult_t* Callbackdata, bool bIOFailure); /** Steam callback: Entries for the specified leaderboard have been retrieved */ void OnUserDownloadedLeaderboardEntries(LeaderboardScoresDownloaded_t* CallbackData, bool bIOFailure); /** Steam callback: The player score for the specified leaderboard has been uploaded */ void OnUserUploadedLeaderboardScore(LeaderboardScoreUploaded_t* CallbackData, bool bIOFailure); /** Registers all of the local talkers with the voice engine */ void RegisterLocalTalkers(); /** Unregisters all of the local talkers from the voice engine */ void UnregisterLocalTalkers(); /** Just empties the mute list and remote talker list */ void UnregisterRemoteTalkers() { RemoteTalkers.Empty(); MuteList.Empty(); } /** Finds a remote talker in the cached list */ FRemoteTalker* FindRemoteTalker(FUniqueNetId UniqueId); /** Handles updating of any async tasks that need to be performed */ void TickVoice(FLOAT DeltaTime); /** Reads any data that is currently queued in the voice interface */ void ProcessLocalVoicePackets(); /** Submits network packets to the voice interface for playback */ void ProcessRemoteVoicePackets(); /** Processes any talking delegates that need to be fired off */ void ProcessTalkingDelegates(); /** Processes any speech recognition delegates that need to be fired off */ void ProcessSpeechRecognitionDelegates(); /** Builds the Steamworks location string from the game the player is connected to */ FString GetServerLocation() const; /** Clears the various data that is associated with a player to prevent the data being used across logins */ void ClearPlayerInfo(); /** Determines whether the user's profile file exists or not */ UBOOL DoesProfileExist(); /** Return steamcloud filename for player profile. */ FString CreateProfileName(); /** Decrypts the product key and places it in the specified buffer */ UBOOL DecryptProductKey(BYTE* Buffer,DWORD BufferLen); /** Searches for a player's pending stats, returning them if they exist, or adding them if they don't */ FPendingPlayerStats& FindOrAddPendingPlayerStats(const FUniqueNetId& Player); /** Get the Steamworks stat field string for a given view/column */ FString GetStatsFieldName(INT ViewId, INT ColumnId); /** Refresh data in pending stats */ void AddOrUpdatePlayerStat(TArray<FPlayerStat>& PlayerStats, INT ViewId, INT ColumnId, const FSettingsData& Data); /** Called when ready to submit all collected stats */ UBOOL CreateAndSubmitStatsReport(); /** Returns TRUE if stats are enabled for this session, FALSE otherwise */ inline UBOOL SessionHasStats(void) { #if HAVE_STEAM_CLIENT_STATS AWorldInfo* WorldInfo = GWorld->GetWorldInfo(); // Clients can always write stats, they are not locked to an active game session (they are, however, locked to client-only stats) if (WorldInfo != NULL && (WorldInfo->NetMode == NM_Standalone || WorldInfo->NetMode == NM_Client)) return TRUE; #endif return CachedGameInt->GameWantsStats() && bIsStatsSessionOk; } /** Handle actual downloading of avatars from Steam. */ UBOOL GetOnlineAvatar(const struct FUniqueNetId PlayerNetId,FScriptDelegate &ReadOnlineAvatarCompleteDelegate,const UBOOL bTriggerOnFailure); /** Sets up the specified leaderboard, so that read/write calls can be performed on it */ UBOOL InitiateLeaderboard(const FString& LeaderboardName); /** Reads entries from the specified leaderboard */ UBOOL ReadLeaderboardEntries(const FString& LeaderboardName, BYTE RequestType=LRT_Global, INT Start=0, INT End=0); /** Writes out the leaderboard score, for the currently logged in player */ UBOOL WriteLeaderboardScore(const FString& LeaderboardName, INT Score); /** Takes a stats ViewId and matches it up to a leaderboard name */ FString LeaderboardNameLookup(INT ViewId); /** Refresh pending achievement progress updates */ void AddOrUpdateAchievementStat(const FAchievementMappingInfo& Ach, const FSettingsData& Data); /** Refresh pending leaderboard stats */ void AddOrUpdateLeaderboardStat(INT ViewId, const FSettingsData& Data); } /** Pointer to class that catches callbacks from Steam */ var native pointer CallbackBridge{SteamCallbackBridge}; /** True if we're storing an achievement we unlocked, false if just storing stats. */ var bool bStoringAchievement; /** Counts number of outstanding server-side stats stores. */ var int TotalGSStatsStoresPending; /** Starts as true, changes to false if pending server-side stats stores fail. */ var bool bGSStatsStoresSuccess; /** Sets when Steam's UserStatsReceived callback triggers. */ var EOnlineEnumerationReadState UserStatsReceivedState; /** Pointer to the object that handles the game interface */ var const OnlineGameInterfaceSteamworks CachedGameInt; /** The name to use for local profiles */ var const localized string LocalProfileName; /** 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; /** The number of the player that called the login function */ var const int LoggedInPlayerNum; /** The current login status for the player */ var const ELoginStatus LoggedInStatus; /** 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 write completion of profile data */ var array<delegate<OnWriteProfileSettingsComplete> > WriteProfileSettingsDelegates; /** The cached profile for the player */ var OnlineProfileSettings CachedProfile; /** Used for notification of player storage reads completing for local players */ var array<delegate<OnReadPlayerStorageComplete> > LocalPlayerStorageReadDelegates; /** Used for notification of player storage writes completing for local players */ var array<delegate<OnWritePlayerStorageComplete> > LocalPlayerStorageWriteDelegates; /** Used for notification of player storage reads completing for remote players */ var array<delegate<OnReadPlayerStorageForNetIdComplete> > RemotePlayerStorageReadDelegates; /** 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; /** This is the list of requested delegates to fire when a login fails to process */ var array<delegate<OnLoginChange> > LoginChangeDelegates; /** This is the list of requested delegates to fire when a login fails to process */ var array<delegate<OnLoginFailed> > LoginFailedDelegates; /** This is the list of requested delegates to fire when a logout completes */ var array<delegate<OnLogoutCompleted> > LogoutCompletedDelegates; /** This is the list of requested delegates to fire when an account create completes */ var array<delegate<OnCreateOnlineAccountCompleted> > AccountCreateDelegates; /** Holds the list of delegates that are interested in receiving talking notifications */ var array<delegate<OnPlayerTalkingStateChange> > TalkingDelegates; /** This is the list of delegates requesting notification when a stats read finishes */ var array<delegate<OnReadOnlineStatsComplete> > ReadOnlineStatsCompleteDelegates; /** The list of delegates to notify when the stats flush is complete */ var array<delegate<OnFlushOnlineStatsComplete> > FlushOnlineStatsDelegates; /** This is the list of delegates requesting notification Steamworks's connection state changes */ var array<delegate<OnConnectionStatusChange> > ConnectionStatusChangeDelegates; /** This is the list of delegates requesting notification of controller status changes */ var array<delegate<OnControllerChange> > ControllerChangeDelegates; /** This is the list of delegates requesting notification of network link status changes */ var array<delegate<OnLinkStatusChange> > LinkStatusDelegates; /** The list of delegates to notify when a network platform file is read */ var array<delegate<OnReadTitleFileComplete> > ReadTitleFileCompleteDelegates; /** The array of delegates for notifying when an achievement write has completed */ var array<delegate<OnUnlockAchievementComplete> > AchievementDelegates; /** The array of delegates for notifying when an achievements list read has completed */ var array<delegate<OnReadAchievementsComplete> > AchievementReadDelegates; /** The types of global muting we support */ enum EMuteType { MUTE_None, MUTE_AllButFriends, MUTE_All }; /** Adds to the local talker definition so we can support muting */ struct native LocalTalkerSteam extends LocalTalker { var EMuteType MuteType; }; /** Holds the local talker information for the single signed in player */ var LocalTalkerSteam CurrentLocalTalker; /** This is the list of remote talkers */ var array<RemoteTalker> RemoteTalkers; /** Identifies the Steamworks game*/ var const config int GameID; /** The currently outstanding stats read request */ var const OnlineStatsRead CurrentStatsRead; /** This holds a single stat waiting to be written out */ struct native PlayerStat { /** The view for this stat */ var int ViewId; /** The column for this stat */ var int ColumnId; /** The stat's value */ var const SettingsData Data; }; /** This stores the stats for a single player before being written out to the backend */ struct native PendingPlayerStats { /** The player for which stats are being written */ var const UniqueNetId Player; /** The name of the player to report with */ var const string PlayerName; /** This is a per-player guid that needs to be passed to the backend */ var const string StatGuid; /** The stats for this player */ var const array<PlayerStat> Stats; /** The score for this player */ var const OnlinePlayerScore Score; /** This player's place when sorted against the other players. Calculated at reporting time */ var const string Place; }; /** Stats are stored in this array while waiting for FlushOnlineStats() */ var const array<PendingPlayerStats> PendingStats; /** Holds the results of async keyboard input */ var const string KeyboardResultsString; /** Whether the user canceled keyboard input or not */ var const byte bWasKeyboardInputCanceled; /** Whether the keyboard needs to be ticked */ var const bool bNeedsKeyboardTicking; /** This is the list of requested delegates to fire when keyboard UI has completed */ var array<delegate<OnKeyboardInputComplete> > KeyboardInputDelegates; /** This is the list of requested delegates to fire when a friend invite is received */ var array<delegate<OnFriendInviteReceived> > FriendInviteReceivedDelegates; /** This is the list of requested delegates to fire when a friend message is received */ var array<delegate<OnFriendMessageReceived> > FriendMessageReceivedDelegates; /** This is the list of requested delegates to fire when a friend by name invite has completed*/ var array<delegate<OnAddFriendByNameComplete> > AddFriendByNameCompleteDelegates; /** Holds the cached state of the profile for a single player */ struct native ProfileSettingsCache { /** The profile for the player */ var OnlineProfileSettings Profile; /** Used for per player index notification of profile reads completing */ var array<delegate<OnReadProfileSettingsComplete> > ReadDelegates; /** Used for per player index notification of profile writes completing */ var array<delegate<OnWriteProfileSettingsComplete> > WriteDelegates; /** Used to notify subscribers when the player changes their (non-game) profile */ var array<delegate<OnProfileDataChanged> > ProfileDataChangedDelegates; }; /** Holds the per player profile data */ var ProfileSettingsCache ProfileCache; /** Holds the per player online storage data (only for local players) */ var OnlinePlayerStorage PlayerStorageCache; /** Used by the async add friend by name function */ var const string CachedFriendMessage; /** Per user cache of device id information */ struct native DeviceIdCache { /** The last selected device id for this user */ var int DeviceId; /** Delegate used to fire the array of events off */ var delegate<OnDeviceSelectionComplete> DeviceSelectionMulticast; /** List of subscribers interested in device selection notification */ var array<delegate<OnDeviceSelectionComplete> > DeviceSelectionDelegates; }; /** Holds the last results of device selection */ var DeviceIdCache DeviceCache; /** * The list of location strings that are ok to accept invites for. Used mostly * the different platform skus use different location strings. */ var const config array<string> LocationUrlsForInvites; /** The URL to send as the location string */ var const config string LocationUrl; /** The list of subscribers for game invite events */ var array<delegate<OnReceivedGameInvite> > ReceivedGameInviteDelegates; /** Holds the list of delegates that are interested in receiving join friend completions */ var array<delegate<OnJoinFriendGameComplete> > JoinFriendGameCompleteDelegates; /** Holds the list of delegates that are interested in receiving GetNumberOfCurrentPlayers completions */ var array<delegate<OnGetNumberOfCurrentPlayersComplete> > GetNumberOfCurrentPlayersCompleteDelegates; /** This is the list of requested delegates to fire when a host registration is complete */ var array<delegate<OnRegisterHostStatGuidComplete> > RegisterHostStatGuidCompleteDelegates; /** The list of friend messages received while the game was running */ var array<OnlineFriendMessage> CachedFriendMessages; /** Holds the items used to map an online status string to its format string */ struct native OnlineStatusMapping { /** The id of the status string */ var int StatusId; /** The format string to use to apply the passed in properties/strings */ var localized string StatusString; }; /** Holds the set of status strings for the specified game */ var const config array<OnlineStatusMapping> StatusMappings; /** This is the default online status to use in status updates */ var const localized string DefaultStatus; /** The message to use for game invites */ var const localized string GameInviteMessage; /** Struct to hold current and previous frame's game state */ struct native ControllerConnectionState { /** Whether the controller is connected or not */ var const int bIsControllerConnected; /** Last frame's version of the above */ var const int bLastIsControllerConnected; }; /** Upto 4 player split screen support */ var ControllerConnectionState ControllerStates[4]; /** Whether the last frame has connection status or not */ var bool bLastHasConnection; /** The amount of time to elapse before checking for connection status change */ var float ConnectionPresenceTimeInterval; /** Used to check when to verify connection status */ var float ConnectionPresenceElapsedTime; /** Whether the stats session is ok to add stats to etc */ var bool bIsStatsSessionOk; /** Holds the product key in its encrypted form */ var private const config string EncryptedProductKey; /** Whether the user has created a Steamworks account or not */ var private const config bool bHasSteamworksAccount; /** An ever incrementing number assigned to auth requests */ var const transient int NextAuthId; /** Holds the server auth challenge */ var const string ServerChallenge; /** Holds the server auth response */ var const string ServerResponse; /** Holds the server auth local id */ var const int ServerLocalId; /** Holds the set of people that are muted by the currently logged in player */ var const array<UniqueNetId> MuteList; /** Whether to use MCP for news or not */ var const config bool bShouldUseMcp; /** Where Steamworks notifications will be displayed on the screen */ var config ENetworkNotificationPosition CurrentNotificationPosition; /** Struct to hold pending avatar requests */ struct native QueuedAvatarRequest { /** Ticks elasped since request was made */ var const float CheckTime; /** Number of times we've (re)requested this avatar. */ var const int NumberOfAttempts; /** Steam ID of player to get avatar for. */ var const UniqueNetId PlayerNetId; /** delegate to trigger when we have a result. */ var const delegate<OnReadOnlineAvatarComplete> ReadOnlineAvatarCompleteDelegate; }; /** Pending avatar lookups. */ var const array<QueuedAvatarRequest> QueuedAvatarRequests; /** * Maps achievement ids to backend achievement names, stats to achievements, and sets up automatic achievement unlocks/progress-toasts * * NOTE: If ProgressCount or bAutoUnlock are set, both ViewId and MaxProgress must be set for them to work; the achievement will display * progress/unlock when achievement stats are uploaded through Write/FlushOnlineStats * (use DisplayAchievementProgress and UnlockAchievement for more fine control of progress-toasts/unlocks) * * NOTE: If you have achievements linked to stats on the backend, and have progress set there, the backend will automatically unlock * achievements for you. HOWEVER, Steam has a bug which causes this to break for Listen servers; bAutoUnlock always works */ struct native AchievementMappingInfo { /** The id of the achievement, as used by UnlockAchievement */ var int AchievementId; /** The name of the achievement, as specified on the Steam backend */ var name AchievementName; // Optional settings /** If the achievement is linked to a stats entry, this is the ViewId for the stats entry (ColumnId is determined by AchievementId) */ var int ViewId; /** Pops up an achievement toast every time the achievement stats value increases by this amount (0 = disabled) */ var int ProgressCount; /** Specifies the number of steps required for an unlock */ var int MaxProgress; /** If True, achievements are automatically unlocked when the achievements progress hits/exceeds MaxProgress */ var bool bAutoUnlock; }; /** * Maps achievement names (as set on the Steam backend) to their AchievementId value, as taken by UnlockAchievement, and sets up other * achievement values * * If not specified, achievements are loaded/unlocked based on the pattern 'Achievement_#', where # is the AchievementId value. * Achievements will be loaded starting from 0, and will keep on being loaded until there are no more achievements. * NOTE: Achievements must have a picture associated with them, and there must not be a gap in number between achievement names */ var config array<AchievementMappingInfo> AchievementMappings; /** Stores an achievement progress update (internal) */ struct native AchievementProgressStat { var int AchievementId; var int Progress; var int MaxProgress; var bool bUnlock; }; /** Achievement progress toast updates which are put together in WriteOnlineStats and displayed by FlushOnlineStats (internal) */ var const array<AchievementProgressStat> PendingAchievementProgress; /** When calling the internal 'ReadLeaderboardEntries' function, this is used to specify what entries to return (internal, native only) */ enum ELeaderboardRequestType { /** Returns entries starting at the top of the leaderboard list (e.g. for getting top 10) */ LRT_Global, /** Returns entries starting at the players entry in the leaderboard */ LRT_Player, /** Only returns entries which the player is friends with on Steam */ LRT_Friends }; /** Leaderboard entry sort types (internal) */ enum ELeaderboardSortType { LST_Ascending, LST_Descending }; /** Leaderboard display format on the steam community website (internal) */ enum ELeaderboardFormat { /** A raw number */ LF_Number, /** Time, in seconds */ LF_Seconds, /** Time, in milliseconds */ LF_Milliseconds }; /** How to upload leaderboard score updates (configurable, see LeaderboardTemplate) */ enum ELeaderboardUpdateType { /** If current leaderboard score is better than the uploaded one, keep the current one */ LUT_KeepBest, /** Leaderboard score is always replaced with uploaded value */ LUT_Force }; /** Internally used dud struct */ struct {SteamLeaderboard_t} LeaderboardHandle { var private const qword Dud; }; /** Struct describing a leaderboard */ struct native LeaderboardTemplate { /** The name of the leaderboard on the backend */ var string LeaderboardName; /** How the leaderboard handles score updates (configurable, affects FlushOnlineStats) */ var ELeaderboardUpdateType UpdateType; // Leaderboard information /** The number of entries in the leaderboard (updated after every read/write request for this leaderboard) */ var const int LeaderboardSize; /** The method used to sort the leaderboard, as defined on backend */ var const ELeaderboardSortType SortType; /** How the leaderboard should be formatted on the backend */ var const ELeaderboardFormat DisplayFormat; // Internal; do not modify, do not copy if copying struct entries (copy individual elements if copying the struct instead) /** Handle to the Steamworks leaderboard reference */ var const LeaderboardHandle LeaderboardRef; /** Whether or not initialization is in progress for this leaderboard */ var const bool bLeaderboardInitializing; /** Whether or not the leaderboard reference has been initiated */ var const bool bLeaderboardInitiated; }; /** Stores a deferred leaderboard read request (internal) */ struct native DeferredLeaderboardRead { var string LeaderboardName; var byte RequestType; var int Start; var int End; }; /** Stores a deferred leaderboard write request (internal) */ struct native DeferredLeaderboardWrite { var string LeaderboardName; var int Score; }; /** Struct representing an individual leaderboard entry (internal) */ struct native LeaderboardEntry { /** UID of the player this leaderboard entry represents */ var UniqueNetId PlayerUID; /** Global rank of the player this entry represents */ var int Rank; /** Leaderboard score */ var int Score; }; /** * List of active leaderboards (internal, but it's safe to add and modify entries to specify UpdateType) * NOTE: Leaderboards are added as they are used, through ReadOnlineStatsByRank* and WriteOnlineStats; * leaderboard information is populated by the time ReadOnlineStatsComplete/FlushOnlineStatsComplete returns */ var array<LeaderboardTemplate> LeaderboardList; var const int PendingLeaderboardInits; var const int PendingLeaderboardReads; var const int PendingLeaderboardWrites; /** If a leaderboard read request needs to first initialize a leaderboard, store the request until initialization completes (internal) */ var const array<DeferredLeaderboardRead> DeferredLeaderboardReads; /** If a leaderboard write request needs to first initialize a leaderboard, store the request until initialization completes (internal) */ var const array<DeferredLeaderboardWrite> DeferredLeaderboardWrites; /** Leaderboard stats updates which are put together in WriteOnlineStats, and written by FlushOnlineStats (internal) */ var const array<DeferredLeaderboardWrite> PendingLeaderboardStats; /** * Stores leaderboard data, while the OnlineSubsystem pulls each leaderboard entries stats (accessible during ReadOnlineStatsComplete) * * NOTE: If you want to grab raw-leaderboard data early, you can poll this list each Tick after calling ReadOnlineStats*, and get the data * early before ReadOnlineStatsComplete is called (ReadOnlineStats first pulls the leaderboard data, and then takes longer to * grab each individual players stats) */ var const array<LeaderboardEntry> ProcessedLeaderboardReads; /** Maps a ViewId (as used by OnlineStats* classes) to a Steam leaderboard name */ struct native ViewIdToLeaderboardName { /** The id of the view */ var int ViewId; /** The leaderboard name */ var string LeaderboardName; }; /** Mappings of ViewId's to LeaderboardName's; this >must< be setup for leaderboards to work */ var config array<ViewIdToLeaderboardName> LeaderboardNameMappings; /** Set to True when the listen host is pending authentication with Steam, so authing can be retried upon failure */ var const bool bListenHostPendingAuth; /** For listen host authentication, the most recent time authentication was attempted */ var const float ListenAuthTimestamp; /** The number of times listen host authentication has been retried */ var const byte ListenAuthRetryCount; /** * If this is a listen server, this is set to True when the listen host is authenticated with steam * NOTE: If this listen host is not authenticated (can sometimes happen), stats can not be written for the host */ var const bool bListenHostAuthenticated; /** If True, FlushOnlineStats increments stat values on the Steam backend, instead of overwriting them */ var bool bIncrementStatValues; /** Caches the list of UID's passed into ReadOnlineStats, and puts them through one at a time instead of all at once (Steamworks crash workaround) */ /** @todo: Revert the code once the Steam SDK has been fixed */ var const array<UniqueNetId> StatsReadList; /** * 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 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 */ native 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 */ native 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 */ native 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> LoginFailedDelegate) { // Add this delegate to the array if not already present if (LoginFailedDelegates.Find(LoginFailedDelegate) == INDEX_NONE) { LoginFailedDelegates[LoginFailedDelegates.Length] = LoginFailedDelegate; } } /** * 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> LoginFailedDelegate) { local int RemoveIndex; // Remove this delegate from the array if found RemoveIndex = LoginFailedDelegates.Find(LoginFailedDelegate); if (RemoveIndex != INDEX_NONE) { LoginFailedDelegates.Remove(RemoveIndex,1); } } /** * 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 */ native 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) { // Add this delegate to the array if not already present if (LogoutCompletedDelegates.Find(LogoutDelegate) == INDEX_NONE) { LogoutCompletedDelegates[LogoutCompletedDelegates.Length] = 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) { local int RemoveIndex; // Remove this delegate from the array if found RemoveIndex = LogoutCompletedDelegates.Find(LogoutDelegate); if (RemoveIndex != INDEX_NONE) { LogoutCompletedDelegates.Remove(RemoveIndex,1); } } /** * Fetches the login status for a given player * * @param LocalUserNum the controller number of the associated user * * @return the enum value of their status */ native function ELoginStatus GetLoginStatus(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); /** * 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); /** * 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 */ native 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 */ native 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) { return CanPlayOnline(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) { return FPL_Enabled; } /** * 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) { return FPL_Enabled; } /** * 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) { return FPL_Enabled; } /** * 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 */ native 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 */ native 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); /** * Sets the delegate used to notify the gameplay code that a login changed * * @param LoginDelegate the delegate to use for notifications */ function AddLoginChangeDelegate(delegate<OnLoginChange> LoginDelegate) { // Add this delegate to the array if not already present if (LoginChangeDelegates.Find(LoginDelegate) == INDEX_NONE) { LoginChangeDelegates[LoginChangeDelegates.Length] = LoginDelegate; } } /** * Removes the specified delegate from the notification list * * @param LoginDelegate the delegate to use for notifications */ function ClearLoginChangeDelegate(delegate<OnLoginChange> LoginDelegate) { local int RemoveIndex; // Remove this delegate from the array if found RemoveIndex = LoginChangeDelegates.Find(LoginDelegate); if (RemoveIndex != INDEX_NONE) { LoginChangeDelegates.Remove(RemoveIndex,1); } } /** * 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); /** * 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); /** * 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 && LocalUserNum < 4) { // Add this delegate to the array if not already present if (ProfileCache.ReadDelegates.Find(ReadProfileSettingsCompleteDelegate) == INDEX_NONE) { ProfileCache.ReadDelegates[ProfileCache.ReadDelegates.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; // !!! FIXME: all of these should check for logged in user only. if (LocalUserNum >= 0 && LocalUserNum < 4) { RemoveIndex = ProfileCache.ReadDelegates.Find(ReadProfileSettingsCompleteDelegate); // Remove this delegate from the array if found if (RemoveIndex != INDEX_NONE) { ProfileCache.ReadDelegates.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()"); } } /** * 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) { // Add this delegate to the array if not already present if (LocalPlayerStorageReadDelegates.Find(ReadPlayerStorageCompleteDelegate) == INDEX_NONE) { LocalPlayerStorageReadDelegates.AddItem(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) { local int RemoveIndex; RemoveIndex = LocalPlayerStorageReadDelegates.Find(ReadPlayerStorageCompleteDelegate); // Remove this delegate from the array if found if (RemoveIndex != INDEX_NONE) { LocalPlayerStorageReadDelegates.Remove(RemoveIndex,1); } } /** * 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); /** * 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) { // Add this delegate to the array if not already present if (RemotePlayerStorageReadDelegates.Find(ReadPlayerStorageForNetIdCompleteDelegate) == INDEX_NONE) { RemotePlayerStorageReadDelegates.AddItem(ReadPlayerStorageForNetIdCompleteDelegate); } } /** * 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) { local int RemoveIndex; RemoveIndex = RemotePlayerStorageReadDelegates.Find(ReadPlayerStorageForNetIdCompleteDelegate); // Remove this delegate from the array if found if (RemoveIndex != INDEX_NONE) { RemotePlayerStorageReadDelegates.Remove(RemoveIndex,1); } } /** * 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) { if (LocalUserNum >= 0 && LocalUserNum < 4) { return PlayerStorageCache; } 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); /** * 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) { // Add this delegate to the array if not already present if (LocalPlayerStorageWriteDelegates.Find(WritePlayerStorageCompleteDelegate) == INDEX_NONE) { LocalPlayerStorageWriteDelegates.AddItem(WritePlayerStorageCompleteDelegate); } } /** * 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) { local int RemoveIndex; RemoveIndex = LocalPlayerStorageWriteDelegates.Find(WritePlayerStorageCompleteDelegate); // Remove this delegate from the array if found if (RemoveIndex != INDEX_NONE) { LocalPlayerStorageWriteDelegates.Remove(RemoveIndex,1); } } /** * 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 */ native 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 */ native 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 */ native 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 */ native 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 */ native 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 */ native 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 */ native 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 */ native 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 */ native 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 */ native 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 */ native 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 */ native function bool UnmuteRemoteTalker(byte LocalUserNum,UniqueNetId PlayerId,optional bool bIsSystemWide); /** * 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) { local int AddIndex; // Add this delegate to the array if not already present if (TalkingDelegates.Find(TalkerDelegate) == INDEX_NONE) { AddIndex = TalkingDelegates.Length; TalkingDelegates.Length = TalkingDelegates.Length + 1; TalkingDelegates[AddIndex] = 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) { local int RemoveIndex; RemoveIndex = TalkingDelegates.Find(TalkerDelegate); // Only remove if found if (RemoveIndex != INDEX_NONE) { TalkingDelegates.Remove(RemoveIndex,1); } } /** * 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 */ native 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 */ native 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 */ native 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 */ native 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 */ native 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 */ native 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 */ native function bool SetSpeechRecognitionObject(byte LocalUserNum,SpeechRecognition SpeechRecogObj); /** * 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 */ native 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 */ native 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 */ native 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 */ native function bool ReadOnlineStatsByRankAroundPlayer(byte LocalUserNum,OnlineStatsRead StatsRead,optional int NumRows = 10); /** * 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); /** * 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) { if (ReadOnlineStatsCompleteDelegates.Find(ReadOnlineStatsCompleteDelegate) == INDEX_NONE) { ReadOnlineStatsCompleteDelegates[ReadOnlineStatsCompleteDelegates.Length] = ReadOnlineStatsCompleteDelegate; } } /** * Removes the delegate from the notify list * * @param ReadOnlineStatsCompleteDelegate the delegate to use for notifications */ function ClearReadOnlineStatsCompleteDelegate(delegate<OnReadOnlineStatsComplete> ReadOnlineStatsCompleteDelegate) { local int RemoveIndex; // Find it in the list RemoveIndex = ReadOnlineStatsCompleteDelegates.Find(ReadOnlineStatsCompleteDelegate); // Only remove if found if (RemoveIndex != INDEX_NONE) { ReadOnlineStatsCompleteDelegates.Remove(RemoveIndex,1); } } /** * Cleans up any platform specific allocated data contained in the stats data * * @param StatsRead the object to handle per platform clean up on */ native 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 */ native 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 */ native 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) { if (FlushOnlineStatsDelegates.Find(FlushOnlineStatsCompleteDelegate) == INDEX_NONE) { FlushOnlineStatsDelegates[FlushOnlineStatsDelegates.Length] = 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) { local int RemoveIndex; RemoveIndex = FlushOnlineStatsDelegates.Find(FlushOnlineStatsCompleteDelegate); if (RemoveIndex != INDEX_NONE) { FlushOnlineStatsDelegates.Remove(RemoveIndex,1); } } /** * 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 */ native function bool WriteOnlinePlayerScores(name SessionName,int LeaderboardId,const out array<OnlinePlayerScore> PlayerScores); /** * 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 */ native function bool HasLinkConnection(); /** * 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) { // Only add to the list once if (LinkStatusDelegates.Find(LinkStatusDelegate) == INDEX_NONE) { LinkStatusDelegates[LinkStatusDelegates.Length] = LinkStatusDelegate; } } /** * Removes the delegate from the notify list * * @param LinkStatusDelegate the delegate to remove */ function ClearLinkStatusChangeDelegate(delegate<OnLinkStatusChange> LinkStatusDelegate) { local int RemoveIndex; // See if the specified delegate is in the list RemoveIndex = LinkStatusDelegates.Find(LinkStatusDelegate); if (RemoveIndex != INDEX_NONE) { LinkStatusDelegates.Remove(RemoveIndex,1); } } /** * 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() { return CurrentNotificationPosition; } /** * Sets a new position for the network notification icons/images * * @param NewPos the new location to use */ native 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) { // Only add to the list once if (ControllerChangeDelegates.Find(ControllerChangeDelegate) == INDEX_NONE) { ControllerChangeDelegates[ControllerChangeDelegates.Length] = 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) { local int RemoveIndex; // See if the specified delegate is in the list RemoveIndex = ControllerChangeDelegates.Find(ControllerChangeDelegate); if (RemoveIndex != INDEX_NONE) { ControllerChangeDelegates.Remove(RemoveIndex,1); } } /** * Determines if the specified controller is connected or not * * @param ControllerId the controller to query * * @return true if connected, false otherwise */ native function bool IsControllerConnected(int ControllerId); /** * 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) { // Only add to the list once if (ConnectionStatusChangeDelegates.Find(ConnectionStatusDelegate) == INDEX_NONE) { ConnectionStatusChangeDelegates[ConnectionStatusChangeDelegates.Length] = ConnectionStatusDelegate; } } /** * Removes the delegate from the notify list * * @param ConnectionStatusDelegate the delegate to remove */ function ClearConnectionStatusChangeDelegate(delegate<OnConnectionStatusChange> ConnectionStatusDelegate) { local int RemoveIndex; // See if the specified delegate is in the list RemoveIndex = ConnectionStatusChangeDelegates.Find(ConnectionStatusDelegate); if (RemoveIndex != INDEX_NONE) { ConnectionStatusChangeDelegates.Remove(RemoveIndex,1); } } /** * Determines the NAT type the player is using */ native function ENATType GetNATType(); /** * 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 StorageDeviceChangeDelegate the delegate to remove */ function ClearStorageDeviceChangeDelegate(delegate<OnStorageDeviceChange> StorageDeviceChangeDelegate); /** * 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 */ native 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) { if (ReadTitleFileCompleteDelegates.Find(ReadTitleFileCompleteDelegate) == INDEX_NONE) { ReadTitleFileCompleteDelegates[ReadTitleFileCompleteDelegates.Length] = ReadTitleFileCompleteDelegate; } } /** * Removes the delegate from the notify list * * @param ReadTitleFileCompleteDelegate the delegate to remove */ function ClearReadTitleFileCompleteDelegate(delegate<OnReadTitleFileComplete> ReadTitleFileCompleteDelegate) { local int RemoveIndex; RemoveIndex = ReadTitleFileCompleteDelegates.Find(ReadTitleFileCompleteDelegate); if (RemoveIndex != INDEX_NONE) { ReadTitleFileCompleteDelegates.Remove(RemoveIndex,1); } } /** * 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 */ native 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); /** * Creates a network enabled account on the online service * * @param UserName the unique nickname of the account * @param Password the password securing the account * @param EmailAddress the address used to send password hints to * @param ProductKey */ native function bool CreateOnlineAccount(string UserName,string Password,string EmailAddress,optional string ProductKey); /** * Delegate used in notifying the UI/game that the account creation completed * * @param ErrorStatus whether the account created successfully or not */ delegate OnCreateOnlineAccountCompleted(EOnlineAccountCreateStatus ErrorStatus); /** * Sets the delegate used to notify the gameplay code that account creation completed * * @param AccountCreateDelegate the delegate to use for notifications */ function AddCreateOnlineAccountCompletedDelegate(delegate<OnCreateOnlineAccountCompleted> AccountCreateDelegate) { if (AccountCreateDelegates.Find(AccountCreateDelegate) == INDEX_NONE) { AccountCreateDelegates[AccountCreateDelegates.Length] = AccountCreateDelegate; } } /** * Removes the specified delegate from the notification list * * @param AccountCreateDelegate the delegate to use for notifications */ function ClearCreateOnlineAccountCompletedDelegate(delegate<OnCreateOnlineAccountCompleted> AccountCreateDelegate) { local int RemoveIndex; RemoveIndex = AccountCreateDelegates.Find(AccountCreateDelegate); if (RemoveIndex != INDEX_NONE) { AccountCreateDelegates.Remove(RemoveIndex,1); } } /** * Creates a non-networked account on the local system. Password is only used * when supplied. Otherwise the account is not secured. * * @param UserName the unique nickname of the account * @param Password the password securing the account * * @return true if the account was created, false otherwise */ function bool CreateLocalAccount(string UserName,optional string Password); /** * Changes the name of a local account * * @param UserName the unique nickname of the account * @param Password the password securing the account * * @return true if the account was renamed, false otherwise */ function bool RenameLocalAccount(string NewUserName,string OldUserName,optional string Password); /** * Deletes a local account if the password matches * * @param UserName the unique nickname of the account * @param Password the password securing the account * * @return true if the account was deleted, false otherwise */ function bool DeleteLocalAccount(string UserName,optional string Password); /** * Fetches a list of local accounts * * @param Accounts the array that is populated with the accounts * * @return true if the list was read, false otherwise */ function bool GetLocalAccountNames(out array<string> Accounts); /** * 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 */ native 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 */ native 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) { // Add this delegate to the array if not already present if (KeyboardInputDelegates.Find(InputDelegate) == INDEX_NONE) { KeyboardInputDelegates[KeyboardInputDelegates.Length] = 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) { local int RemoveIndex; RemoveIndex = KeyboardInputDelegates.Find(InputDelegate); if (RemoveIndex != INDEX_NONE) { KeyboardInputDelegates.Remove(RemoveIndex,1); } } /** * Fetches the results of the input * * @param bWasCanceled whether the user cancelled 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) { bWasCanceled = bWasKeyboardInputCanceled; return KeyboardResultsString; } /** * 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 */ native 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 */ native 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) { if (LocalUserNum == LoggedInPlayerNum) { if (AddFriendByNameCompleteDelegates.Find(FriendDelegate) == INDEX_NONE) { AddFriendByNameCompleteDelegates[AddFriendByNameCompleteDelegates.Length] = 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) { local int RemoveIndex; if (LocalUserNum == LoggedInPlayerNum) { RemoveIndex = AddFriendByNameCompleteDelegates.Find(FriendDelegate); if (RemoveIndex != INDEX_NONE) { AddFriendByNameCompleteDelegates.Remove(RemoveIndex,1); } } } /** * 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 */ native function bool RemoveFriend(byte LocalUserNum,UniqueNetId FormerFriend); /** * 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 */ native 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 */ native function bool DenyFriendInvite(byte LocalUserNum,UniqueNetId RequestingPlayer); /** * 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 * * @return true if successful, false otherwise */ 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) { if (LocalUserNum == LoggedInPlayerNum) { if (FriendInviteReceivedDelegates.Find(InviteDelegate) == INDEX_NONE) { FriendInviteReceivedDelegates[FriendInviteReceivedDelegates.Length] = 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) { local int RemoveIndex; if (LocalUserNum == LoggedInPlayerNum) { RemoveIndex = FriendInviteReceivedDelegates.Find(InviteDelegate); if (RemoveIndex != INDEX_NONE) { FriendInviteReceivedDelegates.Remove(RemoveIndex,1); } } } /** * 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 */ native 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 */ native 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 */ native 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) { if (LocalUserNum == LoggedInPlayerNum) { if (ReceivedGameInviteDelegates.Find(ReceivedGameInviteDelegate) == INDEX_NONE) { ReceivedGameInviteDelegates[ReceivedGameInviteDelegates.Length] = 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) { local int RemoveIndex; if (LocalUserNum == LoggedInPlayerNum) { RemoveIndex = ReceivedGameInviteDelegates.Find(ReceivedGameInviteDelegate); if (RemoveIndex != INDEX_NONE) { ReceivedGameInviteDelegates.Remove(RemoveIndex,1); } } } /** * 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 */ native 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) { if (JoinFriendGameCompleteDelegates.Find(JoinFriendGameCompleteDelegate) == INDEX_NONE) { JoinFriendGameCompleteDelegates[JoinFriendGameCompleteDelegates.Length] = JoinFriendGameCompleteDelegate; } } /** * Removes the delegate from the list of notifications * * @param JoinFriendGameCompleteDelegate the delegate to use for notifications */ function ClearJoinFriendGameCompleteDelegate(delegate<OnJoinFriendGameComplete> JoinFriendGameCompleteDelegate) { local int RemoveIndex; RemoveIndex = JoinFriendGameCompleteDelegates.Find(JoinFriendGameCompleteDelegate); if (RemoveIndex != INDEX_NONE) { JoinFriendGameCompleteDelegates.Remove(RemoveIndex,1); } } /** * 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) { if (LocalUserNum == 0) { FriendMessages = CachedFriendMessages; } } /** * Called when a friend invite arrives for a local player * * @param LocalUserNum the user that is receiving the invite * @param SendingPlayer the player sending the friend request * @param SendingNick the nick of the player sending the friend request * @param Message the message to display to the recipient * * @return true if successful, false otherwise */ 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) { if (LocalUserNum == LoggedInPlayerNum) { if (FriendMessageReceivedDelegates.Find(MessageDelegate) == INDEX_NONE) { FriendMessageReceivedDelegates[FriendMessageReceivedDelegates.Length] = 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) { local int RemoveIndex; if (LocalUserNum == LoggedInPlayerNum) { RemoveIndex = FriendMessageReceivedDelegates.Find(MessageDelegate); if (RemoveIndex != INDEX_NONE) { FriendMessageReceivedDelegates.Remove(RemoveIndex,1); } } } /** * Reads the host's stat guid for synching up stats. Only valid on the host. * * @return the host's stat guid */ native 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 */ native 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<OnRegisterHostStatGuidComplete> RegisterHostStatGuidCompleteDelegate) { if (RegisterHostStatGuidCompleteDelegates.Find(RegisterHostStatGuidCompleteDelegate) == INDEX_NONE) { RegisterHostStatGuidCompleteDelegates[RegisterHostStatGuidCompleteDelegates.Length] = RegisterHostStatGuidCompleteDelegate; } } /** * Clears the delegate used to notify the gameplay code * * @param RegisterHostStatGuidCompleteDelegate the delegate to use for notifications */ function ClearRegisterHostStatGuidCompleteDelegateDelegate(delegate<OnRegisterHostStatGuidComplete> RegisterHostStatGuidCompleteDelegate) { local int RemoveIndex; RemoveIndex = RegisterHostStatGuidCompleteDelegates.Find(RegisterHostStatGuidCompleteDelegate); if (RemoveIndex != INDEX_NONE) { RegisterHostStatGuidCompleteDelegates.Remove(RemoveIndex,1); } } /** * 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 */ native 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 */ native 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); /** * 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) { if (LocalUserNum == LoggedInPlayerNum) { CurrentLocalTalker.MuteType = bAllowFriends ? MUTE_AllButFriends : MUTE_All; return true; } return false; } /** * Allows all speakers to send voice * * @param LocalUserNum the local user that is making the change */ function bool UnmuteAll(byte LocalUserNum) { if (LocalUserNum == LoggedInPlayerNum) { CurrentLocalTalker.MuteType = MUTE_None; return true; } return false; } /** * 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) { if (LocalUserNum == LoggedInPlayerNum) { // If it's safe to access, remove it if (MessageIndex >= 0 && MessageIndex < CachedFriendMessages.Length) { CachedFriendMessages.Remove(MessageIndex,1); return true; } } return false; } // OnlinePlayerInterfaceEx implementation... /** * Displays the UI that allows a player to give feedback on another player * * @param LocalUserNum the controller number of the associated user * @param PlayerId the id of the player having feedback given for * * @return TRUE if it was able to show the UI, FALSE if it failed */ native function bool ShowFeedbackUI(byte LocalUserNum,UniqueNetId PlayerId); /** * Displays the gamer card UI for the specified player * * @param LocalUserNum the controller number of the associated user * @param PlayerId the id of the player to show the gamer card of * * @return TRUE if it was able to show the UI, FALSE if it failed */ native function bool ShowGamerCardUI(byte LocalUserNum,UniqueNetId PlayerId); /** * Displays the messages UI for a player * * @param LocalUserNum the controller number of the associated user * * @return TRUE if it was able to show the UI, FALSE if it failed */ native function bool ShowMessagesUI(byte LocalUserNum); /** * Displays the achievements UI for a player * * @param LocalUserNum the controller number of the associated user * * @return TRUE if it was able to show the UI, FALSE if it failed */ native function bool ShowAchievementsUI(byte LocalUserNum); /** * Displays the invite ui * * @param LocalUserNum the local user sending the invite * @param InviteText the string to prefill the UI with */ native function bool ShowInviteUI(byte LocalUserNum,optional string InviteText); /** * Displays the marketplace UI for content * * @param LocalUserNum the local user viewing available content * @param CategoryMask the bitmask to use to filter content by type * @param OfferId a specific offer that you want shown */ native function bool ShowContentMarketplaceUI(byte LocalUserNum,optional int CategoryMask = -1,optional int OfferId); /** * Displays the marketplace UI for memberships * * @param LocalUserNum the local user viewing available memberships */ native function bool ShowMembershipMarketplaceUI(byte LocalUserNum); /** * Displays the UI that allows the user to choose which device to save content to * * @param LocalUserNum the controller number of the associated user * @param SizeNeeded the size of the data to be saved in bytes * @param bManageStorage whether to allow the user to manage their storage or not * * @return TRUE if it was able to show the UI, FALSE if it failed */ native function bool ShowDeviceSelectionUI(byte LocalUserNum,int SizeNeeded,optional bool bManageStorage); /** * Delegate used when the device selection request has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnDeviceSelectionComplete(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the user has completed * their device selection * * @param LocalUserNum the controller number of the associated user * @param DeviceDelegate the delegate to use for notifications */ function AddDeviceSelectionDoneDelegate(byte LocalUserNum,delegate<OnDeviceSelectionComplete> DeviceDelegate) { local int AddIndex; if (LocalUserNum >= 0 && LocalUserNum < 4) { // Add this delegate to the array if not already present if (DeviceCache.DeviceSelectionDelegates.Find(DeviceDelegate) == INDEX_NONE) { AddIndex = DeviceCache.DeviceSelectionDelegates.Length; DeviceCache.DeviceSelectionDelegates.Length = DeviceCache.DeviceSelectionDelegates.Length + 1; DeviceCache.DeviceSelectionDelegates[AddIndex] = DeviceDelegate; } } else { `warn("Invalid index ("$LocalUserNum$") passed to SetDeviceSelectionDoneDelegate()"); } } /** * Removes the specified delegate from the list of callbacks * * @param LocalUserNum the controller number of the associated user * @param DeviceDelegate the delegate to use for notifications */ function ClearDeviceSelectionDoneDelegate(byte LocalUserNum,delegate<OnDeviceSelectionComplete> DeviceDelegate) { local int RemoveIndex; if (LocalUserNum >= 0 && LocalUserNum < 4) { // Find the delegate and remove it RemoveIndex = DeviceCache.DeviceSelectionDelegates.Find(DeviceDelegate); if (RemoveIndex != INDEX_NONE) { DeviceCache.DeviceSelectionDelegates.Remove(RemoveIndex,1); } } else { `warn("Invalid index ("$LocalUserNum$") passed to ClearDeviceSelectionDoneDelegate()"); } } /** * Fetches the results of the device selection * * @param LocalUserNum the player to check the results for * @param DeviceName out param that gets a copy of the string * * @return the ID of the device that was selected * NOTE: Zero means the user hasn't selected one */ native function int GetDeviceSelectionResults(byte LocalUserNum,out string DeviceName); /** * Checks the device id to determine if it is still valid (could be removed) and/or * if there is enough space on the specified device * * @param DeviceId the device to check * @param SizeNeeded the amount of space requested * * @return true if valid, false otherwise */ native function bool IsDeviceValid(int DeviceId,optional int SizeNeeded); /** * 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 */ native 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) { // Make sure the user is valid if (LocalUserNum >= 0 && LocalUserNum < 4) { if (AchievementDelegates.Find(UnlockAchievementCompleteDelegate) == INDEX_NONE) { AchievementDelegates.AddItem(UnlockAchievementCompleteDelegate); } } else { `warn("Invalid index ("$LocalUserNum$") passed to AddUnlockAchievementCompleteDelegate()"); } } /** * 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) { local int RemoveIndex; // Make sure the user is valid if (LocalUserNum >= 0 && LocalUserNum < 4) { RemoveIndex = AchievementDelegates.Find(UnlockAchievementCompleteDelegate); if (RemoveIndex != INDEX_NONE) { AchievementDelegates.Remove(RemoveIndex,1); } } else { `warn("Invalid index ("$LocalUserNum$") passed to ClearUnlockAchievementCompleteDelegate()"); } } /** * Unlocks a gamer picture for the local user * * @param LocalUserNum the user to unlock the picture for * @param PictureId the id of the picture to unlock */ native function bool UnlockGamerPicture(byte LocalUserNum,int PictureId); /** * Called when an external change to player profile data has occured */ delegate OnProfileDataChanged(); /** * Sets the delegate used to notify the gameplay code that someone has changed their profile data externally * * @param LocalUserNum the user the delegate is interested in * @param ProfileDataChangedDelegate the delegate to use for notifications */ function AddProfileDataChangedDelegate(byte LocalUserNum,delegate<OnProfileDataChanged> ProfileDataChangedDelegate) { if ( LocalUserNum == 0 ) { if (ProfileCache.ProfileDataChangedDelegates.Find(ProfileDataChangedDelegate) == INDEX_NONE) { ProfileCache.ProfileDataChangedDelegates.AddItem(ProfileDataChangedDelegate); } } else { `Log("Invalid user id ("$LocalUserNum$") specified for AddProfileDataChangedDelegate()"); } } /** * Clears the delegate used to notify the gameplay code that someone has changed their profile data externally * * @param LocalUserNum the user the delegate is interested in * @param ProfileDataChangedDelegate the delegate to use for notifications */ function ClearProfileDataChangedDelegate(byte LocalUserNum,delegate<OnProfileDataChanged> ProfileDataChangedDelegate) { local int RemoveIndex; if (LocalUserNum == LoggedInPlayerNum) { RemoveIndex = ProfileCache.ProfileDataChangedDelegates.Find(ProfileDataChangedDelegate); if (RemoveIndex != INDEX_NONE) { ProfileCache.ProfileDataChangedDelegates.Remove(RemoveIndex,1); } } else { `Log("Invalid user id ("$LocalUserNum$") specified for ClearProfileDataChangedDelegate()"); } } /** * 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 */ native function bool ShowFriendsUI(byte LocalUserNum); /** * Displays the UI that shows a user's list of friends * * @param LocalUserNum the controller number of the associated user * @param PlayerId the id of the player being invited * * @return TRUE if it was able to show the UI, FALSE if it failed */ native function bool ShowFriendsInviteUI(byte LocalUserNum,UniqueNetId PlayerId); /** * Displays the UI that shows the player list * * @param LocalUserNum the controller number of the associated user * * @return TRUE if it was able to show the UI, FALSE if it failed */ native function bool ShowPlayersUI(byte LocalUserNum); /** * 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 */ native 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) { // Make sure the user is valid if (LocalUserNum == LoggedInPlayerNum) { if (AchievementReadDelegates.Find(ReadAchievementsCompleteDelegate) == INDEX_NONE) { AchievementReadDelegates.AddItem(ReadAchievementsCompleteDelegate); } } else { `warn("Invalid index ("$LocalUserNum$") passed to AddReadAchievementsComplete()"); } } /** * 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) { local int RemoveIndex; // Make sure the user is valid if (LocalUserNum == LoggedInPlayerNum) { RemoveIndex = AchievementReadDelegates.Find(ReadAchievementsCompleteDelegate); if (RemoveIndex != INDEX_NONE) { AchievementReadDelegates.Remove(RemoveIndex,1); } } else { `warn("Invalid index ("$LocalUserNum$") passed to ClearReadAchievementsCompleteDelegate()"); } } /** * Copies the list of achievements for the specified player and title id * NOTE: Achievement pictures are not guaranteed to be set, you will need to repeatedly call this in order to load missing pictures * Check the 'Images' value for all entries in the returned achievements list, to detect missing images * * @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 */ native function EOnlineEnumerationReadState GetAchievements(byte LocalUserNum,out array<AchievementDetails> Achievements,optional int TitleId = 0); /** * Shows a custom players UI for the specified list of players * * @param LocalUserNum the controller number of the associated user * @param Players the list of players to show in the custom UI * @param Title the title to use for the UI * @param Description the text to show at the top of the UI * * @return TRUE if it was able to show the UI, FALSE if it failed */ native function bool ShowCustomPlayersUI(byte LocalUserNum,const out array<UniqueNetId> Players,string Title,string Description); /** * Notifies the interested party that the avatar read has completed * * @param PlayerNetId Id of the Player whose avatar this is. * @param Avatar the avatar texture. None on error or no avatar available. */ delegate OnReadOnlineAvatarComplete(const UniqueNetId PlayerNetId, Texture2D Avatar); /** * Reads an avatar images for the specified player. Results are delivered via OnReadOnlineAvatarComplete delegates. * * @param PlayerNetId the unique id to read avatar for * @param ReadOnlineAvatarCompleteDelegate The delegate to call with results. */ native function ReadOnlineAvatar(const UniqueNetId PlayerNetId, delegate<OnReadOnlineAvatarComplete> ReadOnlineAvatarCompleteDelegate); /** * Starts an async query for the total players. This is the amount of players the system thinks is playing right now, globally, * not just on a specific server. * * @return TRUE if async call started, FALSE otherwise. */ native function bool GetNumberOfCurrentPlayers(); /** * Called when the async player count has completed * * @param TotalPlayers Count of players. -1 if unknown or error. */ delegate OnGetNumberOfCurrentPlayersComplete(int TotalPlayers); /** * Sets the delegate used to notify the gameplay code that the player count request has completed * * @param GetNumberOfCurrentPlayersCompleteDelegate the delegate to use for notifications */ function AddGetNumberOfCurrentPlayersCompleteDelegate(delegate<OnGetNumberOfCurrentPlayersComplete> GetNumberOfCurrentPlayersCompleteDelegate) { if (GetNumberOfCurrentPlayersCompleteDelegates.Find(GetNumberOfCurrentPlayersCompleteDelegate) == INDEX_NONE) { GetNumberOfCurrentPlayersCompleteDelegates.AddItem(GetNumberOfCurrentPlayersCompleteDelegate); } } /** * Clears the delegate used to notify the gameplay code that the player count read request has completed * * @param GetNumberOfCurrentPlayersCompleteDelegate the delegate to use for notifications */ function ClearGetNumberOfCurrentPlayersCompleteDelegate(delegate<OnGetNumberOfCurrentPlayersComplete> GetNumberOfCurrentPlayersCompleteDelegate) { local int RemoveIndex; RemoveIndex = GetNumberOfCurrentPlayersCompleteDelegates.Find(GetNumberOfCurrentPlayersCompleteDelegate); if (RemoveIndex != INDEX_NONE) { GetNumberOfCurrentPlayersCompleteDelegates.Remove(RemoveIndex,1); } } /** * Unlocks an avatar award for the local user * * @param LocalUserNum the user to unlock the avatar item for * @param AvatarItemId the id of the avatar item to unlock */ function bool UnlockAvatarAward(byte LocalUserNum,int AvatarItemId); /** * Resets the players stats (and achievements, if specified) * * @param bResetAchievements If true, also resets player achievements * @return TRUE if successful, FALSE otherwise */ native function bool ResetStats(bool bResetAchievements); /** * Creates the specified leaderboard on the Steamworks backend * NOTE: It's best to use this for game/mod development purposes only, not for release usage * * @param LeaderboardName The name to give the leaderboard (NOTE: This will be the human-readable name displayed on the backend and stats page) * @param SortType The sorting to use for the leaderboard * @param DisplayFormat The way to display leaderboard data * @return Returns True if the leaderboard is being created, False otherwise */ native function bool CreateLeaderboard(string LeaderboardName, ELeaderboardSortType SortType, ELeaderboardFormat DisplayFormat); /** * Pops up the Steam toast dialog, notifying the player of their progress with an achievement (does not unlock achievements) * * @param AchievementId The id of the achievment which will have its progress displayed * @param ProgressCount The number of completed steps for this achievement * @param MaxProgress The total number of required steps for this achievement, before it will be unlocked * @return TRUE if successful, FALSE otherwise */ native function bool DisplayAchievementProgress(int AchievementId, int ProgressCount, int MaxProgress); /** * Converts the specified UID, into the players Steam Community name * * @param UID The players UID * @result The username of the player, as stored on the Steam backend */ native function string UniqueNetIdToPlayerName(const out UniqueNetId UID); defaultproperties { LoggedInPlayerName="Local Profile" ConnectionPresenceTimeInterval=0.5 } |
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