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OnlineSubsystemSteamworks.OnlineSubsystemSteamworks

Extends
OnlineSubsystemCommonImpl
Modifiers
native implements ( OnlinePlayerInterface , OnlinePlayerInterfaceEx , OnlineVoiceInterface , OnlineStatsInterface , OnlineSystemInterface , OnlineAccountInterface ) config ( Engine )

Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.OnlineSubsystem
   |   
   +-- IpDrv.OnlineSubsystemCommonImpl
      |   
      +-- OnlineSubsystemSteamworks.OnlineSubsystemSteamworks

Variables Summary
array<delegate<OnCreateOnlineAccountCompleted>>AccountCreateDelegates
array<delegate<OnUnlockAchievementComplete>>AchievementDelegates
array<AchievementMappingInfo>AchievementMappings
array<delegate<OnReadAchievementsComplete>>AchievementReadDelegates
array<delegate<OnAddFriendByNameComplete>>AddFriendByNameCompleteDelegates
boolbGSStatsStoresSuccess
boolbHasSteamworksAccount
boolbIncrementStatValues
boolbIsStatsSessionOk
boolbLastHasConnection
boolbListenHostAuthenticated
boolbListenHostPendingAuth
boolbNeedsKeyboardTicking
boolbShouldUseMcp
boolbStoringAchievement
bytebWasKeyboardInputCanceled
stringCachedFriendMessage
array<OnlineFriendMessage>CachedFriendMessages
OnlineGameInterfaceSteamworksCachedGameInt
OnlineProfileSettingsCachedProfile
pointerCallbackBridge
floatConnectionPresenceElapsedTime
floatConnectionPresenceTimeInterval
array<delegate<OnConnectionStatusChange>>ConnectionStatusChangeDelegates
array<delegate<OnControllerChange>>ControllerChangeDelegates
ControllerConnectionStateControllerStates[4]
LocalTalkerSteamCurrentLocalTalker
ENetworkNotificationPositionCurrentNotificationPosition
OnlineStatsReadCurrentStatsRead
stringDefaultStatus
array<DeferredLeaderboardRead>DeferredLeaderboardReads
array<DeferredLeaderboardWrite>DeferredLeaderboardWrites
DeviceIdCacheDeviceCache
stringEncryptedProductKey
array<delegate<OnFlushOnlineStatsComplete>>FlushOnlineStatsDelegates
array<delegate<OnFriendInviteReceived>>FriendInviteReceivedDelegates
array<delegate<OnFriendMessageReceived>>FriendMessageReceivedDelegates
array<delegate<OnFriendsChange>>FriendsChangeDelegates
intGameID
stringGameInviteMessage
array<delegate<OnGetNumberOfCurrentPlayersComplete>>GetNumberOfCurrentPlayersCompleteDelegates
array<delegate<OnJoinFriendGameComplete>>JoinFriendGameCompleteDelegates
array<delegate<OnKeyboardInputComplete>>KeyboardInputDelegates
stringKeyboardResultsString
array<LeaderboardTemplate>LeaderboardList
array<ViewIdToLeaderboardName>LeaderboardNameMappings
array<delegate<OnLinkStatusChange>>LinkStatusDelegates
byteListenAuthRetryCount
floatListenAuthTimestamp
array<delegate<OnReadPlayerStorageComplete>>LocalPlayerStorageReadDelegates
array<delegate<OnWritePlayerStorageComplete>>LocalPlayerStorageWriteDelegates
stringLocalProfileName
stringLocationUrl
array<string>LocationUrlsForInvites
UniqueNetIdLoggedInPlayerId
stringLoggedInPlayerName
intLoggedInPlayerNum
ELoginStatusLoggedInStatus
array<delegate<OnLoginChange>>LoginChangeDelegates
array<delegate<OnLoginFailed>>LoginFailedDelegates
array<delegate<OnLogoutCompleted>>LogoutCompletedDelegates
array<UniqueNetId>MuteList
array<delegate<OnMutingChange>>MutingChangeDelegates
intNextAuthId
array<AchievementProgressStat>PendingAchievementProgress
intPendingLeaderboardInits
intPendingLeaderboardReads
array<DeferredLeaderboardWrite>PendingLeaderboardStats
intPendingLeaderboardWrites
array<PendingPlayerStats>PendingStats
OnlinePlayerStoragePlayerStorageCache
array<LeaderboardEntry>ProcessedLeaderboardReads
ProfileSettingsCacheProfileCache
stringProfileDataDirectory
stringProfileDataExtension
array<QueuedAvatarRequest>QueuedAvatarRequests
array<delegate<OnReadFriendsComplete>>ReadFriendsDelegates
array<delegate<OnReadOnlineStatsComplete>>ReadOnlineStatsCompleteDelegates
array<delegate<OnReadTitleFileComplete>>ReadTitleFileCompleteDelegates
array<delegate<OnReceivedGameInvite>>ReceivedGameInviteDelegates
array<delegate<OnRegisterHostStatGuidComplete>>RegisterHostStatGuidCompleteDelegates
array<delegate<OnReadPlayerStorageForNetIdComplete>>RemotePlayerStorageReadDelegates
array<RemoteTalker>RemoteTalkers
stringServerChallenge
intServerLocalId
stringServerResponse
array<delegate<OnRecognitionComplete>>SpeechRecognitionCompleteDelegates
array<UniqueNetId>StatsReadList
array<OnlineStatusMapping>StatusMappings
array<delegate<OnPlayerTalkingStateChange>>TalkingDelegates
intTotalGSStatsStoresPending
EOnlineEnumerationReadStateUserStatsReceivedState
array<delegate<OnWriteProfileSettingsComplete>>WriteProfileSettingsDelegates
Inherited Variables from IpDrv.OnlineSubsystemCommonImpl
bIsUsingSpeechRecognition, GameInterfaceImpl, MaxLocalTalkers, MaxRemoteTalkers, VoiceEngine
Inherited Variables from Engine.OnlineSubsystem
AccountInterface, AsyncMinCompletionTime, BuildIdOverride, bUseBuildIdOverride, ContentInterface, GameInterface, IniLocPatcherClassName, NamedInterfaceDefs, NamedInterfaces, NewsInterface, PartyChatInterface, Patcher, PlayerInterface, PlayerInterfaceEx, Sessions, StatsInterface, SystemInterface, TitleFileInterface, VoiceInterface

Enumerations Summary
ELeaderboardFormat
LF_Number, LF_Seconds, LF_Milliseconds
ELeaderboardRequestType
LRT_Global, LRT_Player, LRT_Friends
ELeaderboardSortType
LST_Ascending, LST_Descending
ELeaderboardUpdateType
LUT_KeepBest, LUT_Force
EMuteType
MUTE_None, MUTE_AllButFriends, MUTE_All
Inherited Enumerations from Engine.OnlineSubsystem
EFeaturePrivilegeLevel, ELanBeaconState, ELoginStatus, ENATType, ENetworkNotificationPosition, EOnlineAccountCreateStatus, EOnlineContentType, EOnlineEnumerationReadState, EOnlineFriendState, EOnlineGameState, EOnlineNewsType, EOnlineServerConnectionStatus

Structures Summary
AchievementMappingInfo
AchievementId, AchievementName, ViewId, ProgressCount, MaxProgress, bAutoUnlock
AchievementProgressStat
AchievementId, Progress, MaxProgress, bUnlock
ControllerConnectionState
bIsControllerConnected, bLastIsControllerConnected
DeferredLeaderboardRead
LeaderboardName, RequestType, Start, End
DeferredLeaderboardWrite
LeaderboardName, Score
DeviceIdCache
DeviceId, DeviceSelectionMulticast, DeviceSelectionDelegates
LeaderboardEntry
PlayerUID, Rank, Score
LeaderboardHandle
Dud
LeaderboardTemplate
LeaderboardName, UpdateType, LeaderboardSize, SortType, DisplayFormat, LeaderboardRef, bLeaderboardInitializing, bLeaderboardInitiated
LocalTalkerSteam
MuteType
OnlineStatusMapping
StatusId, StatusString
PendingPlayerStats
Player, PlayerName, StatGuid, Stats, Score, Place
PlayerStat
ViewId, ColumnId, Data
ProfileSettingsCache
Profile, ReadDelegates, WriteDelegates, ProfileDataChangedDelegates
QueuedAvatarRequest
CheckTime, NumberOfAttempts, PlayerNetId, ReadOnlineAvatarCompleteDelegate
ViewIdToLeaderboardName
ViewId, LeaderboardName
Inherited Structures from Engine.OnlineSubsystem
AchievementDetails, CommunityContentFile, CommunityContentMetadata, FriendsQuery, LocalTalker, NamedInterface, NamedInterfaceDef, NamedSession, OnlineArbitrationRegistrant, OnlineContent, OnlineFriend, OnlineFriendMessage, OnlinePartyMember, OnlinePlayerScore, OnlineRegistrant, RemoteTalker, SpeechRecognizedWord, TitleFile, UniqueNetId

Delegates Summary
delegate OnAddFriendByNameComplete (bool bWasSuccessful)
delegate OnConnectionStatusChange (EOnlineServerConnectionStatus ConnectionStatus)
delegate OnControllerChange (int ControllerId, ool bIsConnected)
delegate OnCreateOnlineAccountCompleted (EOnlineAccountCreateStatus ErrorStatus)
delegate OnDeviceSelectionComplete (bool bWasSuccessful)
delegate OnExternalUIChange (bool bIsOpening)
delegate OnFlushOnlineStatsComplete (name SessionName, ool bWasSuccessful)
delegate OnFriendInviteReceived (byte LocalUserNum, niqueNetId RequestingPlayer, tring RequestingNick, tring Message)
delegate OnFriendMessageReceived (byte LocalUserNum, niqueNetId SendingPlayer, tring SendingNick, tring Message)
delegate OnFriendsChange ()
delegate OnGetNumberOfCurrentPlayersComplete (int TotalPlayers)
delegate OnJoinFriendGameComplete (bool bWasSuccessful)
delegate OnKeyboardInputComplete (bool bWasSuccessful)
delegate OnLinkStatusChange (bool bIsConnected)
delegate OnLoginCancelled ()
delegate OnLoginChange (byte LocalUserNum)
delegate OnLoginFailed (byte LocalUserNum, OnlineServerConnectionStatus ErrorCode)
delegate OnLoginStatusChange (ELoginStatus NewStatus, niqueNetId NewId)
delegate OnLogoutCompleted (bool bWasSuccessful)
delegate OnMutingChange ()
delegate OnPlayerTalkingStateChange (UniqueNetId Player, ool bIsTalking)
delegate OnProfileDataChanged ()
delegate OnReadAchievementsComplete (int TitleId)
delegate OnReadFriendsComplete (bool bWasSuccessful)
delegate OnReadOnlineAvatarComplete (const UniqueNetId PlayerNetId, Texture2D Avatar)
delegate OnReadOnlineStatsComplete (bool bWasSuccessful)
delegate OnReadPlayerStorageComplete (byte LocalUserNum, ool bWasSuccessful)
delegate OnReadPlayerStorageForNetIdComplete (UniqueNetId NetId, ool bWasSuccessful)
delegate OnReadProfileSettingsComplete (byte LocalUserNum, ool bWasSuccessful)
delegate OnReadTitleFileComplete (bool bWasSuccessful, tring FileName)
delegate OnReceivedGameInvite (byte LocalUserNum, tring InviterName)
delegate OnRecognitionComplete ()
delegate OnRegisterHostStatGuidComplete (bool bWasSuccessful)
delegate OnStorageDeviceChange ()
delegate OnUnlockAchievementComplete (bool bWasSuccessful)
delegate OnWritePlayerStorageComplete (byte LocalUserNum, ool bWasSuccessful)
delegate OnWriteProfileSettingsComplete (byte LocalUserNum, ool bWasSuccessful)

Functions Summary
functionbool AcceptFriendInvite (byte LocalUserNum, niqueNetId RequestingPlayer)
function AddAddFriendByNameCompleteDelegate (byte LocalUserNum, elegate<OnAddFriendByNameComplete> FriendDelegate))
function AddConnectionStatusChangeDelegate (delegate<OnConnectionStatusChange> ConnectionStatusDelegate))
function AddControllerChangeDelegate (delegate<OnControllerChange> ControllerChangeDelegate))
function AddCreateOnlineAccountCompletedDelegate (delegate<OnCreateOnlineAccountCompleted> AccountCreateDelegate))
function AddDeviceSelectionDoneDelegate (byte LocalUserNum, elegate<OnDeviceSelectionComplete> DeviceDelegate))
function AddExternalUIChangeDelegate (delegate<OnExternalUIChange> ExternalUIDelegate)
function AddFlushOnlineStatsCompleteDelegate (delegate<OnFlushOnlineStatsComplete> FlushOnlineStatsCompleteDelegate))
functionbool AddFriend (byte LocalUserNum, niqueNetId NewFriend, ptional string Message)
functionbool AddFriendByName (byte LocalUserNum, tring FriendName, ptional string Message)
function AddFriendInviteReceivedDelegate (byte LocalUserNum, elegate<OnFriendInviteReceived> InviteDelegate))
function AddFriendMessageReceivedDelegate (byte LocalUserNum, elegate<OnFriendMessageReceived> MessageDelegate))
function AddFriendsChangeDelegate (byte LocalUserNum, elegate<OnFriendsChange> FriendsDelegate))
function AddGetNumberOfCurrentPlayersCompleteDelegate (delegate<OnGetNumberOfCurrentPlayersComplete> GetNumberOfCurrentPlayersCompleteDelegate))
function AddJoinFriendGameCompleteDelegate (delegate<OnJoinFriendGameComplete> JoinFriendGameCompleteDelegate))
function AddKeyboardInputDoneDelegate (delegate<OnKeyboardInputComplete> InputDelegate))
function AddLinkStatusChangeDelegate (delegate<OnLinkStatusChange> LinkStatusDelegate))
function AddLoginCancelledDelegate (delegate<OnLoginCancelled> CancelledDelegate)
function AddLoginChangeDelegate (delegate<OnLoginChange> LoginDelegate))
function AddLoginFailedDelegate (byte LocalUserNum, elegate<OnLoginFailed> LoginFailedDelegate))
function AddLoginStatusChangeDelegate (delegate<OnLoginStatusChange> LoginStatusDelegate, yte LocalUserNum)
function AddLogoutCompletedDelegate (byte LocalUserNum, elegate<OnLogoutCompleted> LogoutDelegate))
function AddMutingChangeDelegate (delegate<OnMutingChange> MutingDelegate))
function AddPlayerTalkingDelegate (delegate<OnPlayerTalkingStateChange> TalkerDelegate))
function AddProfileDataChangedDelegate (byte LocalUserNum, elegate<OnProfileDataChanged> ProfileDataChangedDelegate))
function AddReadAchievementsCompleteDelegate (byte LocalUserNum, elegate<OnReadAchievementsComplete> ReadAchievementsCompleteDelegate))
function AddReadFriendsCompleteDelegate (byte LocalUserNum, elegate<OnReadFriendsComplete> ReadFriendsCompleteDelegate))
function AddReadOnlineStatsCompleteDelegate (delegate<OnReadOnlineStatsComplete> ReadOnlineStatsCompleteDelegate))
function AddReadPlayerStorageCompleteDelegate (byte LocalUserNum, elegate<OnReadPlayerStorageComplete> ReadPlayerStorageCompleteDelegate))
function AddReadPlayerStorageForNetIdCompleteDelegate (UniqueNetId NetId, elegate<OnReadPlayerStorageForNetIdComplete> ReadPlayerStorageForNetIdCompleteDelegate))
function AddReadProfileSettingsCompleteDelegate (byte LocalUserNum, elegate<OnReadProfileSettingsComplete> ReadProfileSettingsCompleteDelegate))
function AddReadTitleFileCompleteDelegate (delegate<OnReadTitleFileComplete> ReadTitleFileCompleteDelegate))
function AddReceivedGameInviteDelegate (byte LocalUserNum, elegate<OnReceivedGameInvite> ReceivedGameInviteDelegate))
function AddRecognitionCompleteDelegate (byte LocalUserNum, elegate<OnRecognitionComplete> RecognitionDelegate))
function AddRegisterHostStatGuidCompleteDelegate (delegate<OnRegisterHostStatGuidComplete> RegisterHostStatGuidCompleteDelegate))
function AddStorageDeviceChangeDelegate (delegate<OnStorageDeviceChange> StorageDeviceChangeDelegate)
function AddUnlockAchievementCompleteDelegate (byte LocalUserNum, elegate<OnUnlockAchievementComplete> UnlockAchievementCompleteDelegate))
function AddWritePlayerStorageCompleteDelegate (byte LocalUserNum, elegate<OnWritePlayerStorageComplete> WritePlayerStorageCompleteDelegate))
function AddWriteProfileSettingsCompleteDelegate (byte LocalUserNum, elegate<OnWriteProfileSettingsComplete> WriteProfileSettingsCompleteDelegate))
functionbool AreAnyFriends (byte LocalUserNum, ut array<FriendsQuery> Query)
functionbool AutoLogin ()
function CalcAggregateSkill (array<double> Mus, array<double> Sigmas, out double OutAggregateMu, out double OutAggregateSigma)
functionEFeaturePrivilegeLevel CanCommunicate (byte LocalUserNum)
functionEFeaturePrivilegeLevel CanDownloadUserContent (byte LocalUserNum))
functionEFeaturePrivilegeLevel CanPlayOnline (byte LocalUserNum)
functionEFeaturePrivilegeLevel CanPurchaseContent (byte LocalUserNum))
functionEFeaturePrivilegeLevel CanShowPresenceInformation (byte LocalUserNum))
functionEFeaturePrivilegeLevel CanViewPlayerProfiles (byte LocalUserNum))
function ClearAddFriendByNameCompleteDelegate (byte LocalUserNum, elegate<OnAddFriendByNameComplete> FriendDelegate))
function ClearConnectionStatusChangeDelegate (delegate<OnConnectionStatusChange> ConnectionStatusDelegate))
function ClearControllerChangeDelegate (delegate<OnControllerChange> ControllerChangeDelegate))
function ClearCreateOnlineAccountCompletedDelegate (delegate<OnCreateOnlineAccountCompleted> AccountCreateDelegate))
function ClearDeviceSelectionDoneDelegate (byte LocalUserNum, elegate<OnDeviceSelectionComplete> DeviceDelegate))
function ClearExternalUIChangeDelegate (delegate<OnExternalUIChange> ExternalUIDelegate)
function ClearFlushOnlineStatsCompleteDelegate (delegate<OnFlushOnlineStatsComplete> FlushOnlineStatsCompleteDelegate))
function ClearFriendInviteReceivedDelegate (byte LocalUserNum, elegate<OnFriendInviteReceived> InviteDelegate))
function ClearFriendMessageReceivedDelegate (byte LocalUserNum, elegate<OnFriendMessageReceived> MessageDelegate))
function ClearFriendsChangeDelegate (byte LocalUserNum, elegate<OnFriendsChange> FriendsDelegate))
function ClearGetNumberOfCurrentPlayersCompleteDelegate (delegate<OnGetNumberOfCurrentPlayersComplete> GetNumberOfCurrentPlayersCompleteDelegate))
function ClearJoinFriendGameCompleteDelegate (delegate<OnJoinFriendGameComplete> JoinFriendGameCompleteDelegate))
function ClearKeyboardInputDoneDelegate (delegate<OnKeyboardInputComplete> InputDelegate))
function ClearLinkStatusChangeDelegate (delegate<OnLinkStatusChange> LinkStatusDelegate))
function ClearLoginCancelledDelegate (delegate<OnLoginCancelled> CancelledDelegate)
function ClearLoginChangeDelegate (delegate<OnLoginChange> LoginDelegate))
function ClearLoginFailedDelegate (byte LocalUserNum, elegate<OnLoginFailed> LoginFailedDelegate))
function ClearLoginStatusChangeDelegate (delegate<OnLoginStatusChange> LoginStatusDelegate, yte LocalUserNum)
function ClearLogoutCompletedDelegate (byte LocalUserNum, elegate<OnLogoutCompleted> LogoutDelegate))
function ClearMutingChangeDelegate (delegate<OnFriendsChange> MutingDelegate))
function ClearPlayerTalkingDelegate (delegate<OnPlayerTalkingStateChange> TalkerDelegate))
function ClearProfileDataChangedDelegate (byte LocalUserNum, elegate<OnProfileDataChanged> ProfileDataChangedDelegate))
function ClearReadAchievementsCompleteDelegate (byte LocalUserNum, elegate<OnReadAchievementsComplete> ReadAchievementsCompleteDelegate))
function ClearReadFriendsCompleteDelegate (byte LocalUserNum, elegate<OnReadFriendsComplete> ReadFriendsCompleteDelegate))
function ClearReadOnlineStatsCompleteDelegate (delegate<OnReadOnlineStatsComplete> ReadOnlineStatsCompleteDelegate))
function ClearReadPlayerStorageCompleteDelegate (byte LocalUserNum, elegate<OnReadPlayerStorageComplete> ReadPlayerStorageCompleteDelegate))
function ClearReadPlayerStorageForNetIdCompleteDelegate (UniqueNetId NetId, elegate<OnReadPlayerStorageForNetIdComplete> ReadPlayerStorageForNetIdCompleteDelegate))
function ClearReadProfileSettingsCompleteDelegate (byte LocalUserNum, elegate<OnReadProfileSettingsComplete> ReadProfileSettingsCompleteDelegate))
function ClearReadTitleFileCompleteDelegate (delegate<OnReadTitleFileComplete> ReadTitleFileCompleteDelegate))
function ClearReceivedGameInviteDelegate (byte LocalUserNum, elegate<OnReceivedGameInvite> ReceivedGameInviteDelegate))
function ClearRecognitionCompleteDelegate (byte LocalUserNum, elegate<OnRecognitionComplete> RecognitionDelegate))
function ClearRegisterHostStatGuidCompleteDelegateDelegate (delegate<OnRegisterHostStatGuidComplete> RegisterHostStatGuidCompleteDelegate))
function ClearStorageDeviceChangeDelegate (delegate<OnStorageDeviceChange> StorageDeviceChangeDelegate)
function ClearUnlockAchievementCompleteDelegate (byte LocalUserNum, elegate<OnUnlockAchievementComplete> UnlockAchievementCompleteDelegate))
function ClearWritePlayerStorageCompleteDelegate (byte LocalUserNum, elegate<OnWritePlayerStorageComplete> WritePlayerStorageCompleteDelegate))
function ClearWriteProfileSettingsCompleteDelegate (byte LocalUserNum, elegate<OnWriteProfileSettingsComplete> WriteProfileSettingsCompleteDelegate))
functionbool CreateLeaderboard (string LeaderboardName, ELeaderboardSortType SortType, ELeaderboardFormat DisplayFormat)
functionbool CreateLocalAccount (string UserName, ptional string Password)
functionbool CreateOnlineAccount (string UserName, tring Password, tring EmailAddress, ptional string ProductKey)
functionbool DeleteLocalAccount (string UserName, ptional string Password)
functionbool DeleteMessage (byte LocalUserNum, nt MessageIndex))
functionbool DenyFriendInvite (byte LocalUserNum, niqueNetId RequestingPlayer)
functionbool DisplayAchievementProgress (int AchievementId, int ProgressCount, int MaxProgress)
functionbool FlushOnlineStats (name SessionName)
function FreeStats (OnlineStatsRead StatsRead)
functionEOnlineEnumerationReadState GetAchievements (byte LocalUserNum, ut array<AchievementDetails> Achievements, ptional int TitleId = 0)
functionstring GetClientStatGuid ()
functionint GetDeviceSelectionResults (byte LocalUserNum, ut string DeviceName)
function GetFriendMessages (byte LocalUserNum, ut array<OnlineFriendMessage> FriendMessages))
functionEOnlineEnumerationReadState GetFriendsList (byte LocalUserNum, ut array<OnlineFriend> Friends, ptional int Count, ptional int StartingAt)
functionstring GetHostStatGuid ()
functionstring GetKeyboardInputResults (out byte bWasCanceled))
functionbool GetLocalAccountNames (out array<string> Accounts)
functionint GetLocale ()))
functionELoginStatus GetLoginStatus (byte LocalUserNum)
functionENATType GetNATType ()
functionENetworkNotificationPosition GetNetworkNotificationPosition ()))
functionbool GetNumberOfCurrentPlayers ()
functionstring GetPlayerNickname (byte LocalUserNum))
eventstring GetPlayerNicknameFromIndex (int UserIndex))
functionOnlinePlayerStorage GetPlayerStorage (byte LocalUserNum))
eventUniqueNetId GetPlayerUniqueNetIdFromIndex (int UserIndex))
functionOnlineProfileSettings GetProfileSettings (byte LocalUserNum))
functionbool GetRecognitionResults (byte LocalUserNum, ut array<SpeechRecognizedWord> Words)
functionbool GetTitleFileContents (string FileName, ut array<byte> FileContents)
functionEOnlineEnumerationReadState GetTitleFileState (string FileName)
functionbool GetUniquePlayerId (byte LocalUserNum, ut UniqueNetId PlayerId))
functionbool HasLinkConnection ()
eventbool Init ()
functionbool IsControllerConnected (int ControllerId)
functionbool IsDeviceValid (int DeviceId, ptional int SizeNeeded)
functionbool IsFriend (byte LocalUserNum, niqueNetId PlayerId)
functionbool IsGuestLogin (byte LocalUserNum)
functionbool IsHeadsetPresent (byte LocalUserNum)
functionbool IsLocalLogin (byte LocalUserNum)
functionbool IsLocalPlayerTalking (byte LocalUserNum)
functionbool IsMuted (byte LocalUserNum, niqueNetId PlayerId)
functionbool IsRemotePlayerTalking (UniqueNetId PlayerId)
functionbool JoinFriendGame (byte LocalUserNum, niqueNetId Friend)
functionbool Login (byte LocalUserNum, tring LoginName, tring Password, ptional bool bWantsLocalOnly)
functionbool Logout (byte LocalUserNum)
functionbool MuteAll (byte LocalUserNum, ool bAllowFriends))
functionbool MuteRemoteTalker (byte LocalUserNum, niqueNetId PlayerId, ptional bool bIsSystemWide)
functionbool ReadAchievements (byte LocalUserNum, ptional int TitleId = 0, ptional bool bShouldReadText = true, ptional bool bShouldReadImages = false)
functionbool ReadFriendsList (byte LocalUserNum, ptional int Count, ptional int StartingAt)
function ReadOnlineAvatar (const UniqueNetId PlayerNetId, delegate<OnReadOnlineAvatarComplete> ReadOnlineAvatarCompleteDelegate)
functionbool ReadOnlineStats (const out array<UniqueNetId> Players, nlineStatsRead StatsRead)
functionbool ReadOnlineStatsByRank (OnlineStatsRead StatsRead, ptional int StartIndex = 1, ptional int NumToRead = 100)
functionbool ReadOnlineStatsByRankAroundPlayer (byte LocalUserNum, nlineStatsRead StatsRead, ptional int NumRows = 10)
functionbool ReadOnlineStatsForFriends (byte LocalUserNum, nlineStatsRead StatsRead)
functionbool ReadPlayerStorage (byte LocalUserNum, nlinePlayerStorage PlayerStorage, ptional int DeviceId = -1)
functionbool ReadPlayerStorageForNetId (byte LocalUserNum, niqueNetId NetId, nlinePlayerStorage PlayerStorage)
functionbool ReadProfileSettings (byte LocalUserNum, nlineProfileSettings ProfileSettings)
functionbool ReadTitleFile (string FileToRead)
functionbool RegisterHostStatGuid (const out string HostStatGuid)
functionbool RegisterLocalTalker (byte LocalUserNum)
functionbool RegisterRemoteTalker (UniqueNetId PlayerId)
functionbool RegisterStatGuid (UniqueNetId PlayerId, onst out string ClientStatGuid)
functionbool RemoveFriend (byte LocalUserNum, niqueNetId FormerFriend)
functionbool RenameLocalAccount (string NewUserName, tring OldUserName, ptional string Password)
functionbool ResetStats (bool bResetAchievements)
functionbool SelectVocabulary (byte LocalUserNum, nt VocabularyId)
functionbool SendGameInviteToFriend (byte LocalUserNum, niqueNetId Friend, ptional string Text)
functionbool SendGameInviteToFriends (byte LocalUserNum, rray<UniqueNetId> Friends, ptional string Text)
functionbool SendMessageToFriend (byte LocalUserNum, niqueNetId Friend, tring Message)
function SetNetworkNotificationPosition (ENetworkNotificationPosition NewPos)
function SetOnlineStatus (byte LocalUserNum, nt StatusId, onst out array<LocalizedStringSetting> LocalizedStringSettings, onst out array<SettingsProperty> Properties)
functionbool SetRemoteTalkerPriority (byte LocalUserNum, niqueNetId PlayerId, nt Priority)
functionbool SetSpeechRecognitionObject (byte LocalUserNum, peechRecognition SpeechRecogObj)
functionbool ShowAchievementsUI (byte LocalUserNum)
functionbool ShowContentMarketplaceUI (byte LocalUserNum, ptional int CategoryMask = -1, ptional int OfferId)
functionbool ShowCustomPlayersUI (byte LocalUserNum, onst out array<UniqueNetId> Players, tring Title, tring Description)
functionbool ShowDeviceSelectionUI (byte LocalUserNum, nt SizeNeeded, ptional bool bManageStorage)
functionbool ShowFeedbackUI (byte LocalUserNum, niqueNetId PlayerId)
functionbool ShowFriendsInviteUI (byte LocalUserNum, niqueNetId PlayerId)
functionbool ShowFriendsUI (byte LocalUserNum)
functionbool ShowGamerCardUI (byte LocalUserNum, niqueNetId PlayerId)
functionbool ShowInviteUI (byte LocalUserNum, ptional string InviteText)
functionbool ShowKeyboardUI (byte LocalUserNum, tring TitleText, tring DescriptionText, optional bool bIsPassword = false, optional bool bShouldValidate = true, optional string DefaultText, optional int MaxResultLength = 256)
functionbool ShowLoginUI (optional bool bShowOnlineOnly = false)
functionbool ShowMembershipMarketplaceUI (byte LocalUserNum)
functionbool ShowMessagesUI (byte LocalUserNum)
functionbool ShowPlayersUI (byte LocalUserNum)
function StartNetworkedVoice (byte LocalUserNum)
functionbool StartSpeechRecognition (byte LocalUserNum)
function StopNetworkedVoice (byte LocalUserNum)
functionbool StopSpeechRecognition (byte LocalUserNum)
functionstring UniqueNetIdToPlayerName (const out UniqueNetId UID)
functionbool UnlockAchievement (byte LocalUserNum, nt AchievementId)
functionbool UnlockAvatarAward (byte LocalUserNum, nt AvatarItemId)
functionbool UnlockGamerPicture (byte LocalUserNum, nt PictureId)
functionbool UnmuteAll (byte LocalUserNum))
functionbool UnmuteRemoteTalker (byte LocalUserNum, niqueNetId PlayerId, ptional bool bIsSystemWide)
functionbool UnregisterLocalTalker (byte LocalUserNum)
functionbool UnregisterRemoteTalker (UniqueNetId PlayerId)
functionbool WriteOnlinePlayerScores (name SessionName, nt LeaderboardId, onst out array<OnlinePlayerScore> PlayerScores)
functionbool WriteOnlineStats (name SessionName, niqueNetId Player, nlineStatsWrite StatsWrite)
functionbool WritePlayerStorage (byte LocalUserNum, nlinePlayerStorage PlayerStorage, ptional int DeviceId = -1)
functionbool WriteProfileSettings (byte LocalUserNum, nlineProfileSettings ProfileSettings)
Inherited Functions from IpDrv.OnlineSubsystemCommonImpl
GetPlayerNicknameFromIndex, GetPlayerUniqueNetIdFromIndex, GetRegisteredPlayers, IsPlayerInSession
Inherited Functions from Engine.OnlineSubsystem
DumpGameSettings, DumpNetIds, DumpSessionState, DumpVoiceRegistration, Exit, GetBuildUniqueId, GetNamedInterface, GetNumSupportedLogins, Init, PostInit, SetAccountInterface, SetContentInterface, SetDebugSpewLevel, SetGameInterface, SetNamedInterface, SetNewsInterface, SetPartyChatInterface, SetPlayerInterface, SetPlayerInterfaceEx, SetStatsInterface, SetSystemInterface, SetTitleFileInterface, SetVoiceInterface, StringToUniqueNetId, UniqueNetIdToString


Variables Detail

AccountCreateDelegates Source code

var array<delegate<OnCreateOnlineAccountCompleted>> AccountCreateDelegates;
This is the list of requested delegates to fire when an account create completes

AchievementDelegates Source code

var array<delegate<OnUnlockAchievementComplete>> AchievementDelegates;
The array of delegates for notifying when an achievement write has completed

AchievementMappings Source code

var config array<AchievementMappingInfo> AchievementMappings;
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

AchievementReadDelegates Source code

var array<delegate<OnReadAchievementsComplete>> AchievementReadDelegates;
The array of delegates for notifying when an achievements list read has completed

AddFriendByNameCompleteDelegates Source code

var array<delegate<OnAddFriendByNameComplete>> AddFriendByNameCompleteDelegates;
This is the list of requested delegates to fire when a friend by name invite has completed

bGSStatsStoresSuccess Source code

var bool bGSStatsStoresSuccess;
Starts as true, changes to false if pending server-side stats stores fail.

bHasSteamworksAccount Source code

var private const config bool bHasSteamworksAccount;
Whether the user has created a Steamworks account or not

bIncrementStatValues Source code

var bool bIncrementStatValues;
If True, FlushOnlineStats increments stat values on the Steam backend, instead of overwriting them

bIsStatsSessionOk Source code

var bool bIsStatsSessionOk;
Whether the stats session is ok to add stats to etc

bLastHasConnection Source code

var bool bLastHasConnection;
Whether the last frame has connection status or not

bListenHostAuthenticated Source code

var const bool bListenHostAuthenticated;
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

bListenHostPendingAuth Source code

var const bool bListenHostPendingAuth;
Set to True when the listen host is pending authentication with Steam, so authing can be retried upon failure

bNeedsKeyboardTicking Source code

var const bool bNeedsKeyboardTicking;
Whether the keyboard needs to be ticked

bShouldUseMcp Source code

var const config bool bShouldUseMcp;
Whether to use MCP for news or not

bStoringAchievement Source code

var bool bStoringAchievement;
True if we're storing an achievement we unlocked, false if just storing stats.

bWasKeyboardInputCanceled Source code

var const byte bWasKeyboardInputCanceled;
Whether the user canceled keyboard input or not

CachedFriendMessage Source code

var const string CachedFriendMessage;
Used by the async add friend by name function

CachedFriendMessages Source code

var array<OnlineFriendMessage> CachedFriendMessages;
The list of friend messages received while the game was running

CachedGameInt Source code

var const OnlineGameInterfaceSteamworks CachedGameInt;
Pointer to the object that handles the game interface

CachedProfile Source code

var OnlineProfileSettings CachedProfile;
The cached profile for the player

CallbackBridge Source code

var native pointer CallbackBridge;
Pointer to class that catches callbacks from Steam

ConnectionPresenceElapsedTime Source code

var float ConnectionPresenceElapsedTime;
Used to check when to verify connection status

ConnectionPresenceTimeInterval Source code

var float ConnectionPresenceTimeInterval;
The amount of time to elapse before checking for connection status change

ConnectionStatusChangeDelegates Source code

var array<delegate<OnConnectionStatusChange>> ConnectionStatusChangeDelegates;
This is the list of delegates requesting notification Steamworks's connection state changes

ControllerChangeDelegates Source code

var array<delegate<OnControllerChange>> ControllerChangeDelegates;
This is the list of delegates requesting notification of controller status changes

ControllerStates[4] Source code

var ControllerConnectionState ControllerStates[4];
Upto 4 player split screen support

CurrentLocalTalker Source code

var LocalTalkerSteam CurrentLocalTalker;
Holds the local talker information for the single signed in player

CurrentNotificationPosition Source code

var config ENetworkNotificationPosition CurrentNotificationPosition;
Where Steamworks notifications will be displayed on the screen

CurrentStatsRead Source code

var const OnlineStatsRead CurrentStatsRead;
The currently outstanding stats read request

DefaultStatus Source code

var const localized string DefaultStatus;
This is the default online status to use in status updates

DeferredLeaderboardReads Source code

var const array<DeferredLeaderboardRead> DeferredLeaderboardReads;
If a leaderboard read request needs to first initialize a leaderboard, store the request until initialization completes (internal)

DeferredLeaderboardWrites Source code

var const array<DeferredLeaderboardWrite> DeferredLeaderboardWrites;
If a leaderboard write request needs to first initialize a leaderboard, store the request until initialization completes (internal)

DeviceCache Source code

var DeviceIdCache DeviceCache;
Holds the last results of device selection

EncryptedProductKey Source code

var private const config string EncryptedProductKey;
Holds the product key in its encrypted form

FlushOnlineStatsDelegates Source code

var array<delegate<OnFlushOnlineStatsComplete>> FlushOnlineStatsDelegates;
The list of delegates to notify when the stats flush is complete

FriendInviteReceivedDelegates Source code

var array<delegate<OnFriendInviteReceived>> FriendInviteReceivedDelegates;
This is the list of requested delegates to fire when a friend invite is received

FriendMessageReceivedDelegates Source code

var array<delegate<OnFriendMessageReceived>> FriendMessageReceivedDelegates;
This is the list of requested delegates to fire when a friend message is received

FriendsChangeDelegates Source code

var array<delegate<OnFriendsChange>> FriendsChangeDelegates;
The array of delegates that notify that the friends list has changed

GameID Source code

var const config int GameID;
Identifies the Steamworks game

GameInviteMessage Source code

var const localized string GameInviteMessage;
The message to use for game invites

GetNumberOfCurrentPlayersCompleteDelegates Source code

var array<delegate<OnGetNumberOfCurrentPlayersComplete>> GetNumberOfCurrentPlayersCompleteDelegates;
Holds the list of delegates that are interested in receiving GetNumberOfCurrentPlayers completions

JoinFriendGameCompleteDelegates Source code

var array<delegate<OnJoinFriendGameComplete>> JoinFriendGameCompleteDelegates;
Holds the list of delegates that are interested in receiving join friend completions

KeyboardInputDelegates Source code

var array<delegate<OnKeyboardInputComplete>> KeyboardInputDelegates;
This is the list of requested delegates to fire when keyboard UI has completed

KeyboardResultsString Source code

var const string KeyboardResultsString;
Holds the results of async keyboard input

LeaderboardList Source code

var array<LeaderboardTemplate> LeaderboardList;
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

LeaderboardNameMappings Source code

var config array<ViewIdToLeaderboardName> LeaderboardNameMappings;
Mappings of ViewId's to LeaderboardName's; this >must< be setup for leaderboards to work

LinkStatusDelegates Source code

var array<delegate<OnLinkStatusChange>> LinkStatusDelegates;
This is the list of delegates requesting notification of network link status changes

ListenAuthRetryCount Source code

var const byte ListenAuthRetryCount;
The number of times listen host authentication has been retried

ListenAuthTimestamp Source code

var const float ListenAuthTimestamp;
For listen host authentication, the most recent time authentication was attempted

LocalPlayerStorageReadDelegates Source code

var array<delegate<OnReadPlayerStorageComplete>> LocalPlayerStorageReadDelegates;
Used for notification of player storage reads completing for local players

LocalPlayerStorageWriteDelegates Source code

var array<delegate<OnWritePlayerStorageComplete>> LocalPlayerStorageWriteDelegates;
Used for notification of player storage writes completing for local players

LocalProfileName Source code

var const localized string LocalProfileName;
The name to use for local profiles

LocationUrl Source code

var const config string LocationUrl;
The URL to send as the location string

LocationUrlsForInvites Source code

var const config array<string> LocationUrlsForInvites;
The list of location strings that are ok to accept invites for. Used mostly the different platform skus use different location strings.

LoggedInPlayerId Source code

var const UniqueNetId LoggedInPlayerId;
The unique id of the logged in player

LoggedInPlayerName Source code

var const string LoggedInPlayerName;
The name of the player that is logged in

LoggedInPlayerNum Source code

var const int LoggedInPlayerNum;
The number of the player that called the login function

LoggedInStatus Source code

var const ELoginStatus LoggedInStatus;
The current login status for the player

LoginChangeDelegates Source code

var array<delegate<OnLoginChange>> LoginChangeDelegates;
This is the list of requested delegates to fire when a login fails to process

LoginFailedDelegates Source code

var array<delegate<OnLoginFailed>> LoginFailedDelegates;
This is the list of requested delegates to fire when a login fails to process

LogoutCompletedDelegates Source code

var array<delegate<OnLogoutCompleted>> LogoutCompletedDelegates;
This is the list of requested delegates to fire when a logout completes

MuteList Source code

var const array<UniqueNetId> MuteList;
Holds the set of people that are muted by the currently logged in player

MutingChangeDelegates Source code

var array<delegate<OnMutingChange>> MutingChangeDelegates;
The array of delegates that notify that the mute list has changed

NextAuthId Source code

var const transient int NextAuthId;
An ever incrementing number assigned to auth requests

PendingAchievementProgress Source code

var const array<AchievementProgressStat> PendingAchievementProgress;
Achievement progress toast updates which are put together in WriteOnlineStats and displayed by FlushOnlineStats (internal)

PendingLeaderboardInits Source code

var const int PendingLeaderboardInits;

PendingLeaderboardReads Source code

var const int PendingLeaderboardReads;

PendingLeaderboardStats Source code

var const array<DeferredLeaderboardWrite> PendingLeaderboardStats;
Leaderboard stats updates which are put together in WriteOnlineStats, and written by FlushOnlineStats (internal)

PendingLeaderboardWrites Source code

var const int PendingLeaderboardWrites;

PendingStats Source code

var const array<PendingPlayerStats> PendingStats;
Stats are stored in this array while waiting for FlushOnlineStats()

PlayerStorageCache Source code

var OnlinePlayerStorage PlayerStorageCache;
Holds the per player online storage data (only for local players)

ProcessedLeaderboardReads Source code

var const array<LeaderboardEntry> ProcessedLeaderboardReads;
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)

ProfileCache Source code

var ProfileSettingsCache ProfileCache;
Holds the per player profile data

ProfileDataDirectory Source code

var config string ProfileDataDirectory;
The directory profile data should be stored in

ProfileDataExtension Source code

var config string ProfileDataExtension;
The file extension to use when saving profile data

QueuedAvatarRequests Source code

var const array<QueuedAvatarRequest> QueuedAvatarRequests;
Pending avatar lookups.

ReadFriendsDelegates Source code

var array<delegate<OnReadFriendsComplete>> ReadFriendsDelegates;
The array of delegates that notify read completion of the friends list data

ReadOnlineStatsCompleteDelegates Source code

var array<delegate<OnReadOnlineStatsComplete>> ReadOnlineStatsCompleteDelegates;
This is the list of delegates requesting notification when a stats read finishes

ReadTitleFileCompleteDelegates Source code

var array<delegate<OnReadTitleFileComplete>> ReadTitleFileCompleteDelegates;
The list of delegates to notify when a network platform file is read

ReceivedGameInviteDelegates Source code

var array<delegate<OnReceivedGameInvite>> ReceivedGameInviteDelegates;
The list of subscribers for game invite events

RegisterHostStatGuidCompleteDelegates Source code

var array<delegate<OnRegisterHostStatGuidComplete>> RegisterHostStatGuidCompleteDelegates;
This is the list of requested delegates to fire when a host registration is complete

RemotePlayerStorageReadDelegates Source code

var array<delegate<OnReadPlayerStorageForNetIdComplete>> RemotePlayerStorageReadDelegates;
Used for notification of player storage reads completing for remote players

RemoteTalkers Source code

var array<RemoteTalker> RemoteTalkers;
This is the list of remote talkers

ServerChallenge Source code

var const string ServerChallenge;
Holds the server auth challenge

ServerLocalId Source code

var const int ServerLocalId;
Holds the server auth local id

ServerResponse Source code

var const string ServerResponse;
Holds the server auth response

SpeechRecognitionCompleteDelegates Source code

var array<delegate<OnRecognitionComplete>> SpeechRecognitionCompleteDelegates;
List of callbacks to notify when speech recognition is complete

StatsReadList Source code

var const array<UniqueNetId> StatsReadList;
@todo: Revert the code once the Steam SDK has been fixed

StatusMappings Source code

var const config array<OnlineStatusMapping> StatusMappings;
Holds the set of status strings for the specified game

TalkingDelegates Source code

var array<delegate<OnPlayerTalkingStateChange>> TalkingDelegates;
Holds the list of delegates that are interested in receiving talking notifications

TotalGSStatsStoresPending Source code

var int TotalGSStatsStoresPending;
Counts number of outstanding server-side stats stores.

UserStatsReceivedState Source code

var EOnlineEnumerationReadState UserStatsReceivedState;
Sets when Steam's UserStatsReceived callback triggers.

WriteProfileSettingsDelegates Source code

var array<delegate<OnWriteProfileSettingsComplete>> WriteProfileSettingsDelegates;
The array of delegates that notify write completion of profile data


Enumerations Detail

ELeaderboardFormat Source code

enum ELeaderboardFormat
{
LF_Number, LF_Seconds, LF_Milliseconds
};
Leaderboard display format on the steam community website (internal)

ELeaderboardRequestType Source code

enum ELeaderboardRequestType
{
LRT_Global, LRT_Player, LRT_Friends
};
When calling the internal 'ReadLeaderboardEntries' function, this is used to specify what entries to return (internal, native only)

ELeaderboardSortType Source code

enum ELeaderboardSortType
{
LST_Ascending, LST_Descending
};
Leaderboard entry sort types (internal)

ELeaderboardUpdateType Source code

enum ELeaderboardUpdateType
{
LUT_KeepBest, LUT_Force
};
How to upload leaderboard score updates (configurable, see LeaderboardTemplate)

EMuteType Source code

enum EMuteType
{
MUTE_None, MUTE_AllButFriends, MUTE_All
};
The types of global muting we support


Structures Detail

AchievementMappingInfo Source code

struct AchievementMappingInfo
{
var int AchievementId;
var name AchievementName;
var bool bAutoUnlock;
var int MaxProgress;
var int ProgressCount;
var int ViewId;
};
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
AchievementId:
The id of the achievement, as used by UnlockAchievement
AchievementName:
The name of the achievement, as specified on the Steam backend
bAutoUnlock:
If True, achievements are automatically unlocked when the achievements progress hits/exceeds MaxProgress
MaxProgress:
Specifies the number of steps required for an unlock
ProgressCount:
Pops up an achievement toast every time the achievement stats value increases by this amount (0 = disabled)
ViewId:
If the achievement is linked to a stats entry, this is the ViewId for the stats entry (ColumnId is determined by AchievementId)

AchievementProgressStat Source code

struct AchievementProgressStat
{
var int AchievementId;
var bool bUnlock;
var int MaxProgress;
var int Progress;
};
Stores an achievement progress update (internal)

ControllerConnectionState Source code

struct ControllerConnectionState
{
var const int bIsControllerConnected;
var const int bLastIsControllerConnected;
};
Struct to hold current and previous frame's game state
bIsControllerConnected:
Whether the controller is connected or not
bLastIsControllerConnected:
Last frame's version of the above

DeferredLeaderboardRead Source code

struct DeferredLeaderboardRead
{
var int End;
var string LeaderboardName;
var byte RequestType;
var int Start;
};
Stores a deferred leaderboard read request (internal)

DeferredLeaderboardWrite Source code

struct DeferredLeaderboardWrite
{
var string LeaderboardName;
var int Score;
};
Stores a deferred leaderboard write request (internal)

DeviceIdCache Source code

struct DeviceIdCache
{
var int DeviceId;
var array<delegate<OnDeviceSelectionComplete>> DeviceSelectionDelegates;
var delegate<OnDeviceSelectionComplete> DeviceSelectionMulticast;
};
Per user cache of device id information
DeviceId:
The last selected device id for this user
DeviceSelectionDelegates:
List of subscribers interested in device selection notification
DeviceSelectionMulticast:
Delegate used to fire the array of events off

LeaderboardEntry Source code

struct LeaderboardEntry
{
var UniqueNetId PlayerUID;
var int Rank;
var int Score;
};
Struct representing an individual leaderboard entry (internal)
PlayerUID:
UID of the player this leaderboard entry represents
Rank:
Global rank of the player this entry represents
Score:
Leaderboard score

LeaderboardHandle Source code

struct LeaderboardHandle
{
var private const qword Dud;
};
Internally used dud struct

LeaderboardTemplate Source code

struct LeaderboardTemplate
{
var const bool bLeaderboardInitializing;
var const bool bLeaderboardInitiated;
var const ELeaderboardFormat DisplayFormat;
var string LeaderboardName;
var const LeaderboardHandle LeaderboardRef;
var const int LeaderboardSize;
var const ELeaderboardSortType SortType;
var ELeaderboardUpdateType UpdateType;
};
Struct describing a leaderboard
bLeaderboardInitializing:
Whether or not initialization is in progress for this leaderboard
bLeaderboardInitiated:
Whether or not the leaderboard reference has been initiated
DisplayFormat:
How the leaderboard should be formatted on the backend
LeaderboardName:
The name of the leaderboard on the backend
LeaderboardRef:
Handle to the Steamworks leaderboard reference
LeaderboardSize:
The number of entries in the leaderboard (updated after every read/write request for this leaderboard)
SortType:
The method used to sort the leaderboard, as defined on backend
UpdateType:
How the leaderboard handles score updates (configurable, affects FlushOnlineStats)

LocalTalkerSteam Source code

struct LocalTalkerSteam extends LocalTalker
{
var EMuteType MuteType;
};
Adds to the local talker definition so we can support muting

OnlineStatusMapping Source code

struct OnlineStatusMapping
{
var int StatusId;
var localized string StatusString;
};
Holds the items used to map an online status string to its format string
StatusId:
The id of the status string
StatusString:
The format string to use to apply the passed in properties/strings

PendingPlayerStats Source code

struct PendingPlayerStats
{
var const string Place;
var const UniqueNetId Player;
var const string PlayerName;
var const OnlinePlayerScore Score;
var const string StatGuid;
var const array<PlayerStat> Stats;
};
This stores the stats for a single player before being written out to the backend
Place:
This player's place when sorted against the other players. Calculated at reporting time
Player:
The player for which stats are being written
PlayerName:
The name of the player to report with
Score:
The score for this player
StatGuid:
This is a per-player guid that needs to be passed to the backend
Stats:
The stats for this player

PlayerStat Source code

struct PlayerStat
{
var int ColumnId;
var const SettingsData Data;
var int ViewId;
};
This holds a single stat waiting to be written out
ColumnId:
The column for this stat
Data:
The stat's value
ViewId:
The view for this stat

ProfileSettingsCache Source code

struct ProfileSettingsCache
{
var OnlineProfileSettings Profile;
var array<delegate<OnProfileDataChanged>> ProfileDataChangedDelegates;
var array<delegate<OnReadProfileSettingsComplete>> ReadDelegates;
var array<delegate<OnWriteProfileSettingsComplete>> WriteDelegates;
};
Holds the cached state of the profile for a single player
Profile:
The profile for the player
ProfileDataChangedDelegates:
Used to notify subscribers when the player changes their (non-game) profile
ReadDelegates:
Used for per player index notification of profile reads completing
WriteDelegates:
Used for per player index notification of profile writes completing

QueuedAvatarRequest Source code

struct QueuedAvatarRequest
{
var const float CheckTime;
var const int NumberOfAttempts;
var const UniqueNetId PlayerNetId;
var const delegate<OnReadOnlineAvatarComplete> ReadOnlineAvatarCompleteDelegate;
};
Struct to hold pending avatar requests
CheckTime:
Ticks elasped since request was made
NumberOfAttempts:
Number of times we've (re)requested this avatar.
PlayerNetId:
Steam ID of player to get avatar for.
ReadOnlineAvatarCompleteDelegate:
delegate to trigger when we have a result.

ViewIdToLeaderboardName Source code

struct ViewIdToLeaderboardName
{
var string LeaderboardName;
var int ViewId;
};
Maps a ViewId (as used by OnlineStats* classes) to a Steam leaderboard name
LeaderboardName:
The leaderboard name
ViewId:
The id of the view


Delegates Detail

OnAddFriendByNameComplete Source code

delegate OnAddFriendByNameComplete ( bool bWasSuccessful )
Called when a friend invite arrives for a local player
@param bWasSuccessful true if successfully added, false if not found or failed

OnConnectionStatusChange Source code

delegate OnConnectionStatusChange ( EOnlineServerConnectionStatus ConnectionStatus )
Delegate fire when the online server connection state changes
@param ConnectionStatus the new connection status

OnControllerChange Source code

delegate OnControllerChange ( int ControllerId,bool bIsConnected )
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)

OnCreateOnlineAccountCompleted Source code

delegate OnCreateOnlineAccountCompleted ( EOnlineAccountCreateStatus ErrorStatus )
Delegate used in notifying the UI/game that the account creation completed
@param ErrorStatus whether the account created successfully or not

OnDeviceSelectionComplete Source code

delegate OnDeviceSelectionComplete ( bool bWasSuccessful )
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

OnExternalUIChange Source code

delegate OnExternalUIChange ( bool bIsOpening )
Delegate fired when an external UI display state changes (opening/closing)
@param bIsOpening whether the external UI is opening or closing

OnFlushOnlineStatsComplete Source code

delegate OnFlushOnlineStatsComplete ( name SessionName,bool bWasSuccessful )
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

OnFriendInviteReceived Source code

delegate OnFriendInviteReceived ( byte LocalUserNum,UniqueNetId RequestingPlayer,string RequestingNick,string Message )
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

OnFriendMessageReceived Source code

delegate OnFriendMessageReceived ( byte LocalUserNum,UniqueNetId SendingPlayer,string SendingNick,string Message )
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

OnFriendsChange Source code

delegate OnFriendsChange ( )
Delegate used in friends list change notifications

OnGetNumberOfCurrentPlayersComplete Source code

delegate OnGetNumberOfCurrentPlayersComplete ( int TotalPlayers )
Called when the async player count has completed
@param TotalPlayers Count of players. -1 if unknown or error.

OnJoinFriendGameComplete Source code

delegate OnJoinFriendGameComplete ( bool bWasSuccessful )
Called once the join task has completed
@param bWasSuccessful the session was found and is joinable, false otherwise

OnKeyboardInputComplete Source code

delegate OnKeyboardInputComplete ( bool bWasSuccessful )
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

OnLinkStatusChange Source code

delegate OnLinkStatusChange ( bool bIsConnected )
Delegate fired when the network link status changes
@param bIsConnected whether the link is currently connected or not

OnLoginCancelled Source code

delegate OnLoginCancelled ( )
Delegate used to notify when a login request was cancelled by the user

OnLoginChange Source code

delegate OnLoginChange ( byte LocalUserNum )
Delegate used in login notifications
@param LocalUserNum the player that had the login change

OnLoginFailed Source code

delegate OnLoginFailed ( byte LocalUserNum,EOnlineServerConnectionStatus ErrorCode )
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

OnLoginStatusChange Source code

delegate OnLoginStatusChange ( ELoginStatus NewStatus,UniqueNetId NewId )
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

OnLogoutCompleted Source code

delegate OnLogoutCompleted ( bool bWasSuccessful )
Delegate used in notifying the UI/game that the manual logout completed
@param bWasSuccessful whether the async call completed properly or not

OnMutingChange Source code

delegate OnMutingChange ( )
Delegate used in mute list change notifications

OnPlayerTalkingStateChange Source code

delegate OnPlayerTalkingStateChange ( UniqueNetId Player,bool bIsTalking )
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

OnProfileDataChanged Source code

delegate OnProfileDataChanged ( )
Called when an external change to player profile data has occured

OnReadAchievementsComplete Source code

delegate OnReadAchievementsComplete ( int TitleId )
Called when the async achievements read has completed
@param TitleId the title id that the read was for (0 means current title)

OnReadFriendsComplete Source code

delegate OnReadFriendsComplete ( bool bWasSuccessful )
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

OnReadOnlineAvatarComplete Source code

delegate OnReadOnlineAvatarComplete ( const UniqueNetId PlayerNetId, Texture2D Avatar )
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.

OnReadOnlineStatsComplete Source code

delegate OnReadOnlineStatsComplete ( bool bWasSuccessful )
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

OnReadPlayerStorageComplete Source code

delegate OnReadPlayerStorageComplete ( byte LocalUserNum,bool bWasSuccessful )
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

OnReadPlayerStorageForNetIdComplete Source code

delegate OnReadPlayerStorageForNetIdComplete ( UniqueNetId NetId,bool bWasSuccessful )
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

OnReadProfileSettingsComplete Source code

delegate OnReadProfileSettingsComplete ( byte LocalUserNum,bool bWasSuccessful )
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

OnReadTitleFileComplete Source code

delegate OnReadTitleFileComplete ( bool bWasSuccessful,string FileName )
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

OnReceivedGameInvite Source code

delegate OnReceivedGameInvite ( byte LocalUserNum,string InviterName )
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

OnRecognitionComplete Source code

delegate OnRecognitionComplete ( )
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

OnRegisterHostStatGuidComplete Source code

delegate OnRegisterHostStatGuidComplete ( bool bWasSuccessful )
Called when the host stat guid registration is complete
@param bWasSuccessful whether the registration has completed or not

OnStorageDeviceChange Source code

delegate OnStorageDeviceChange ( )
Delegate fired when a storage device change is detected

OnUnlockAchievementComplete Source code

delegate OnUnlockAchievementComplete ( bool bWasSuccessful )
Delegate used when the achievement unlocking has completed
@param bWasSuccessful true if the async action completed without error, false if there was an error

OnWritePlayerStorageComplete Source code

delegate OnWritePlayerStorageComplete ( byte LocalUserNum,bool bWasSuccessful )
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

OnWriteProfileSettingsComplete Source code

delegate OnWriteProfileSettingsComplete ( byte LocalUserNum,bool bWasSuccessful )
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


Functions Detail

AcceptFriendInvite Source code

native function bool AcceptFriendInvite ( byte LocalUserNum,UniqueNetId RequestingPlayer )
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

AddAddFriendByNameCompleteDelegate Source code

function AddAddFriendByNameCompleteDelegate ( byte LocalUserNum,delegate<OnAddFriendByNameComplete> FriendDelegate) )
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

AddConnectionStatusChangeDelegate Source code

function AddConnectionStatusChangeDelegate ( delegate<OnConnectionStatusChange> ConnectionStatusDelegate) )
Adds the delegate to the list to be notified when the connection status changes
@param ConnectionStatusDelegate the delegate to add

AddControllerChangeDelegate Source code

function AddControllerChangeDelegate ( delegate<OnControllerChange> ControllerChangeDelegate) )
Sets the delegate used to notify the gameplay code that the controller state changed
@param ControllerChangeDelegate the delegate to use for notifications

AddCreateOnlineAccountCompletedDelegate Source code

function AddCreateOnlineAccountCompletedDelegate ( delegate<OnCreateOnlineAccountCompleted> AccountCreateDelegate) )
Sets the delegate used to notify the gameplay code that account creation completed
@param AccountCreateDelegate the delegate to use for notifications

AddDeviceSelectionDoneDelegate Source code

function AddDeviceSelectionDoneDelegate ( byte LocalUserNum,delegate<OnDeviceSelectionComplete> DeviceDelegate) )
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

AddExternalUIChangeDelegate Source code

function AddExternalUIChangeDelegate ( delegate<OnExternalUIChange> ExternalUIDelegate )
Sets the delegate used to notify the gameplay code that external UI state changed (opened/closed)
@param ExternalUIDelegate the delegate to use for notifications

AddFlushOnlineStatsCompleteDelegate Source code

function AddFlushOnlineStatsCompleteDelegate ( delegate<OnFlushOnlineStatsComplete> FlushOnlineStatsCompleteDelegate) )
Adds the delegate used to notify the gameplay code that the stats flush has completed
@param FlushOnlineStatsCompleteDelegate the delegate to use for notifications

AddFriend Source code

native function bool AddFriend ( byte LocalUserNum,UniqueNetId NewFriend,optional string Message )
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

AddFriendByName Source code

native function bool AddFriendByName ( byte LocalUserNum,string FriendName,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

AddFriendInviteReceivedDelegate Source code

function AddFriendInviteReceivedDelegate ( byte LocalUserNum,delegate<OnFriendInviteReceived> InviteDelegate) )
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

AddFriendMessageReceivedDelegate Source code

function AddFriendMessageReceivedDelegate ( byte LocalUserNum,delegate<OnFriendMessageReceived> MessageDelegate) )
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

AddFriendsChangeDelegate Source code

function AddFriendsChangeDelegate ( byte LocalUserNum,delegate<OnFriendsChange> FriendsDelegate) )
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

AddGetNumberOfCurrentPlayersCompleteDelegate Source code

function AddGetNumberOfCurrentPlayersCompleteDelegate ( delegate<OnGetNumberOfCurrentPlayersComplete> GetNumberOfCurrentPlayersCompleteDelegate) )
Sets the delegate used to notify the gameplay code that the player count request has completed
@param GetNumberOfCurrentPlayersCompleteDelegate the delegate to use for notifications

AddJoinFriendGameCompleteDelegate Source code

function AddJoinFriendGameCompleteDelegate ( delegate<OnJoinFriendGameComplete> JoinFriendGameCompleteDelegate) )
Sets the delegate used to notify when the join friend is complete
@param JoinFriendGameCompleteDelegate the delegate to use for notifications

AddKeyboardInputDoneDelegate Source code

function AddKeyboardInputDoneDelegate ( delegate<OnKeyboardInputComplete> InputDelegate) )
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

AddLinkStatusChangeDelegate Source code

function AddLinkStatusChangeDelegate ( delegate<OnLinkStatusChange> LinkStatusDelegate) )
Adds the delegate used to notify the gameplay code that link status changed
@param LinkStatusDelegate the delegate to use for notifications

AddLoginCancelledDelegate Source code

function AddLoginCancelledDelegate ( delegate<OnLoginCancelled> CancelledDelegate )
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

AddLoginChangeDelegate Source code

function AddLoginChangeDelegate ( delegate<OnLoginChange> LoginDelegate) )
Sets the delegate used to notify the gameplay code that a login changed
@param LoginDelegate the delegate to use for notifications

AddLoginFailedDelegate Source code

function AddLoginFailedDelegate ( byte LocalUserNum,delegate<OnLoginFailed> LoginFailedDelegate) )
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

AddLoginStatusChangeDelegate Source code

function AddLoginStatusChangeDelegate ( delegate<OnLoginStatusChange> LoginStatusDelegate,byte LocalUserNum )
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

AddLogoutCompletedDelegate Source code

function AddLogoutCompletedDelegate ( byte LocalUserNum,delegate<OnLogoutCompleted> LogoutDelegate) )
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

AddMutingChangeDelegate Source code

function AddMutingChangeDelegate ( delegate<OnMutingChange> MutingDelegate) )
Sets the delegate used to notify the gameplay code that a muting list changed
@param MutingDelegate the delegate to use for notifications

AddPlayerTalkingDelegate Source code

function AddPlayerTalkingDelegate ( delegate<OnPlayerTalkingStateChange> TalkerDelegate) )
Adds a talker delegate to the list of notifications
@param TalkerDelegate the delegate to call when a player is talking

AddProfileDataChangedDelegate Source code

function AddProfileDataChangedDelegate ( byte LocalUserNum,delegate<OnProfileDataChanged> ProfileDataChangedDelegate) )
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

AddReadAchievementsCompleteDelegate Source code

function AddReadAchievementsCompleteDelegate ( byte LocalUserNum,delegate<OnReadAchievementsComplete> ReadAchievementsCompleteDelegate) )
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

AddReadFriendsCompleteDelegate Source code

function AddReadFriendsCompleteDelegate ( byte LocalUserNum,delegate<OnReadFriendsComplete> ReadFriendsCompleteDelegate) )
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

AddReadOnlineStatsCompleteDelegate Source code

function AddReadOnlineStatsCompleteDelegate ( delegate<OnReadOnlineStatsComplete> ReadOnlineStatsCompleteDelegate) )
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

AddReadPlayerStorageCompleteDelegate Source code

function AddReadPlayerStorageCompleteDelegate ( byte LocalUserNum,delegate<OnReadPlayerStorageComplete> ReadPlayerStorageCompleteDelegate) )
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

AddReadPlayerStorageForNetIdCompleteDelegate Source code

function AddReadPlayerStorageForNetIdCompleteDelegate ( UniqueNetId NetId,delegate<OnReadPlayerStorageForNetIdComplete> ReadPlayerStorageForNetIdCompleteDelegate) )
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

AddReadProfileSettingsCompleteDelegate Source code

function AddReadProfileSettingsCompleteDelegate ( byte LocalUserNum,delegate<OnReadProfileSettingsComplete> ReadProfileSettingsCompleteDelegate) )
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

AddReadTitleFileCompleteDelegate Source code

function AddReadTitleFileCompleteDelegate ( delegate<OnReadTitleFileComplete> ReadTitleFileCompleteDelegate) )
Adds the delegate to the list to be notified when a requested file has been read
@param ReadTitleFileCompleteDelegate the delegate to add

AddReceivedGameInviteDelegate Source code

function AddReceivedGameInviteDelegate ( byte LocalUserNum,delegate<OnReceivedGameInvite> ReceivedGameInviteDelegate) )
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

AddRecognitionCompleteDelegate Source code

function AddRecognitionCompleteDelegate ( byte LocalUserNum,delegate<OnRecognitionComplete> RecognitionDelegate) )
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

AddRegisterHostStatGuidCompleteDelegate Source code

function AddRegisterHostStatGuidCompleteDelegate ( delegate<OnRegisterHostStatGuidComplete> RegisterHostStatGuidCompleteDelegate) )
Adds the delegate for notifying when the host guid registration is done
@param RegisterHostStatGuidCompleteDelegate the delegate to use for notifications

AddStorageDeviceChangeDelegate Source code

function AddStorageDeviceChangeDelegate ( delegate<OnStorageDeviceChange> StorageDeviceChangeDelegate )
Adds the delegate to the list to be notified when a storage device changes
@param StorageDeviceChangeDelegate the delegate to add

AddUnlockAchievementCompleteDelegate Source code

function AddUnlockAchievementCompleteDelegate ( byte LocalUserNum,delegate<OnUnlockAchievementComplete> UnlockAchievementCompleteDelegate) )
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

AddWritePlayerStorageCompleteDelegate Source code

function AddWritePlayerStorageCompleteDelegate ( byte LocalUserNum,delegate<OnWritePlayerStorageComplete> WritePlayerStorageCompleteDelegate) )
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

AddWriteProfileSettingsCompleteDelegate Source code

function AddWriteProfileSettingsCompleteDelegate ( byte LocalUserNum,delegate<OnWriteProfileSettingsComplete> WriteProfileSettingsCompleteDelegate) )
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

AreAnyFriends Source code

native function bool AreAnyFriends ( byte LocalUserNum,out array<FriendsQuery> Query )
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

AutoLogin Source code

native function bool AutoLogin ( )
Logs the player into the online service using parameters passed on the command line. Expects -Login= -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

CalcAggregateSkill Source code

function CalcAggregateSkill ( array<double> Mus, array<double> Sigmas, out double OutAggregateMu, out double OutAggregateSigma )
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

CanCommunicate Source code

native function EFeaturePrivilegeLevel CanCommunicate ( 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

CanDownloadUserContent Source code

function EFeaturePrivilegeLevel CanDownloadUserContent ( 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

CanPlayOnline Source code

native function EFeaturePrivilegeLevel CanPlayOnline ( byte LocalUserNum )
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

CanPurchaseContent Source code

function EFeaturePrivilegeLevel CanPurchaseContent ( byte LocalUserNum) )
Determines whether the player is allowed to buy content online
@param LocalUserNum the controller number of the associated user
@return the Privilege level that is enabled

CanShowPresenceInformation Source code

function EFeaturePrivilegeLevel CanShowPresenceInformation ( byte LocalUserNum) )
Determines whether the player is allowed to have their online presence information shown to remote clients
@param LocalUserNum the controller number of the associated user
@return the Privilege level that is enabled

CanViewPlayerProfiles Source code

function EFeaturePrivilegeLevel CanViewPlayerProfiles ( byte LocalUserNum) )
Determines whether the player is allowed to view other people's player profile
@param LocalUserNum the controller number of the associated user
@return the Privilege level that is enabled

ClearAddFriendByNameCompleteDelegate Source code

function ClearAddFriendByNameCompleteDelegate ( byte LocalUserNum,delegate<OnAddFriendByNameComplete> FriendDelegate) )
Removes the delegate specified from the list
@param LocalUserNum the user associated with the notification
@param FriendDelegate the delegate to use for notifications

ClearConnectionStatusChangeDelegate Source code

function ClearConnectionStatusChangeDelegate ( delegate<OnConnectionStatusChange> ConnectionStatusDelegate) )
Removes the delegate from the notify list
@param ConnectionStatusDelegate the delegate to remove

ClearControllerChangeDelegate Source code

function ClearControllerChangeDelegate ( delegate<OnControllerChange> ControllerChangeDelegate) )
Removes the delegate used to notify the gameplay code that the controller state changed
@param ControllerChangeDelegate the delegate to remove

ClearCreateOnlineAccountCompletedDelegate Source code

function ClearCreateOnlineAccountCompletedDelegate ( delegate<OnCreateOnlineAccountCompleted> AccountCreateDelegate) )
Removes the specified delegate from the notification list
@param AccountCreateDelegate the delegate to use for notifications

ClearDeviceSelectionDoneDelegate Source code

function ClearDeviceSelectionDoneDelegate ( byte LocalUserNum,delegate<OnDeviceSelectionComplete> DeviceDelegate) )
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

ClearExternalUIChangeDelegate Source code

function ClearExternalUIChangeDelegate ( delegate<OnExternalUIChange> ExternalUIDelegate )
Removes the delegate from the notification list
@param ExternalUIDelegate the delegate to remove

ClearFlushOnlineStatsCompleteDelegate Source code

function ClearFlushOnlineStatsCompleteDelegate ( delegate<OnFlushOnlineStatsComplete> FlushOnlineStatsCompleteDelegate) )
Clears the delegate used to notify the gameplay code that the stats flush has completed
@param FlushOnlineStatsCompleteDelegate the delegate to use for notifications

ClearFriendInviteReceivedDelegate Source code

function ClearFriendInviteReceivedDelegate ( byte LocalUserNum,delegate<OnFriendInviteReceived> InviteDelegate) )
Removes the delegate specified from the list
@param LocalUserNum the user associated with the notification
@param InviteDelegate the delegate to use for notifications

ClearFriendMessageReceivedDelegate Source code

function ClearFriendMessageReceivedDelegate ( byte LocalUserNum,delegate<OnFriendMessageReceived> MessageDelegate) )
Removes the delegate specified from the list
@param LocalUserNum the user associated with the notification
@param MessageDelegate the delegate to use for notifications

ClearFriendsChangeDelegate Source code

function ClearFriendsChangeDelegate ( byte LocalUserNum,delegate<OnFriendsChange> FriendsDelegate) )
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

ClearGetNumberOfCurrentPlayersCompleteDelegate Source code

function ClearGetNumberOfCurrentPlayersCompleteDelegate ( delegate<OnGetNumberOfCurrentPlayersComplete> 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

ClearJoinFriendGameCompleteDelegate Source code

function ClearJoinFriendGameCompleteDelegate ( delegate<OnJoinFriendGameComplete> JoinFriendGameCompleteDelegate) )
Removes the delegate from the list of notifications
@param JoinFriendGameCompleteDelegate the delegate to use for notifications

ClearKeyboardInputDoneDelegate Source code

function ClearKeyboardInputDoneDelegate ( delegate<OnKeyboardInputComplete> InputDelegate) )
Clears the delegate used to notify the gameplay code that the user has completed their keyboard input
@param InputDelegate the delegate to use for notifications

ClearLinkStatusChangeDelegate Source code

function ClearLinkStatusChangeDelegate ( delegate<OnLinkStatusChange> LinkStatusDelegate) )
Removes the delegate from the notify list
@param LinkStatusDelegate the delegate to remove

ClearLoginCancelledDelegate Source code

function ClearLoginCancelledDelegate ( delegate<OnLoginCancelled> CancelledDelegate )
Removes the specified delegate from the notification list
@param CancelledDelegate the delegate to remove fromt he list

ClearLoginChangeDelegate Source code

function ClearLoginChangeDelegate ( delegate<OnLoginChange> LoginDelegate) )
Removes the specified delegate from the notification list
@param LoginDelegate the delegate to use for notifications

ClearLoginFailedDelegate Source code

function ClearLoginFailedDelegate ( byte LocalUserNum,delegate<OnLoginFailed> 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

ClearLoginStatusChangeDelegate Source code

function ClearLoginStatusChangeDelegate ( 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

ClearLogoutCompletedDelegate Source code

function ClearLogoutCompletedDelegate ( byte LocalUserNum,delegate<OnLogoutCompleted> LogoutDelegate) )
Removes the specified delegate from the notification list
@param LocalUserNum the controller number of the associated user
@param LogoutDelegate the delegate to use for notifications

ClearMutingChangeDelegate Source code

function ClearMutingChangeDelegate ( delegate<OnFriendsChange> 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

ClearPlayerTalkingDelegate Source code

function ClearPlayerTalkingDelegate ( delegate<OnPlayerTalkingStateChange> TalkerDelegate) )
Removes a talker delegate to the list of notifications
@param TalkerDelegate the delegate to remove from the notification list

ClearProfileDataChangedDelegate Source code

function ClearProfileDataChangedDelegate ( byte LocalUserNum,delegate<OnProfileDataChanged> ProfileDataChangedDelegate) )
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

ClearReadAchievementsCompleteDelegate Source code

function ClearReadAchievementsCompleteDelegate ( byte LocalUserNum,delegate<OnReadAchievementsComplete> ReadAchievementsCompleteDelegate) )
Clears the delegate used to notify the gameplay code that the achievements read request has completed
@param LocalUserNum the user to read the achievements list for
@param ReadAchievementsCompleteDelegate the delegate to use for notifications

ClearReadFriendsCompleteDelegate Source code

function ClearReadFriendsCompleteDelegate ( byte LocalUserNum,delegate<OnReadFriendsComplete> ReadFriendsCompleteDelegate) )
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

ClearReadOnlineStatsCompleteDelegate Source code

function ClearReadOnlineStatsCompleteDelegate ( delegate<OnReadOnlineStatsComplete> ReadOnlineStatsCompleteDelegate) )
Removes the delegate from the notify list
@param ReadOnlineStatsCompleteDelegate the delegate to use for notifications

ClearReadPlayerStorageCompleteDelegate Source code

function ClearReadPlayerStorageCompleteDelegate ( byte LocalUserNum,delegate<OnReadPlayerStorageComplete> ReadPlayerStorageCompleteDelegate) )
Searches the existing set of delegates for the one specified and removes it from the list
@param LocalUserNum which user to watch for read complete notifications
@param ReadPlayerStorageCompleteDelegate the delegate to find and clear

ClearReadPlayerStorageForNetIdCompleteDelegate Source code

function ClearReadPlayerStorageForNetIdCompleteDelegate ( UniqueNetId NetId,delegate<OnReadPlayerStorageForNetIdComplete> 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

ClearReadProfileSettingsCompleteDelegate Source code

function ClearReadProfileSettingsCompleteDelegate ( byte LocalUserNum,delegate<OnReadProfileSettingsComplete> ReadProfileSettingsCompleteDelegate) )
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

ClearReadTitleFileCompleteDelegate Source code

function ClearReadTitleFileCompleteDelegate ( delegate<OnReadTitleFileComplete> ReadTitleFileCompleteDelegate) )
Removes the delegate from the notify list
@param ReadTitleFileCompleteDelegate the delegate to remove

ClearReceivedGameInviteDelegate Source code

function ClearReceivedGameInviteDelegate ( byte LocalUserNum,delegate<OnReceivedGameInvite> ReceivedGameInviteDelegate) )
Removes the delegate specified from the list
@param LocalUserNum the user associated with the notification
@param ReceivedGameInviteDelegate the delegate to use for notifications

ClearRecognitionCompleteDelegate Source code

function ClearRecognitionCompleteDelegate ( byte LocalUserNum,delegate<OnRecognitionComplete> 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

ClearRegisterHostStatGuidCompleteDelegateDelegate Source code

function ClearRegisterHostStatGuidCompleteDelegateDelegate ( delegate<OnRegisterHostStatGuidComplete> RegisterHostStatGuidCompleteDelegate) )
Clears the delegate used to notify the gameplay code
@param RegisterHostStatGuidCompleteDelegate the delegate to use for notifications

ClearStorageDeviceChangeDelegate Source code

function ClearStorageDeviceChangeDelegate ( delegate<OnStorageDeviceChange> StorageDeviceChangeDelegate )
Removes the delegate from the notify list
@param StorageDeviceChangeDelegate the delegate to remove

ClearUnlockAchievementCompleteDelegate Source code

function ClearUnlockAchievementCompleteDelegate ( byte LocalUserNum,delegate<OnUnlockAchievementComplete> UnlockAchievementCompleteDelegate) )
Clears the delegate used to notify the gameplay code that the achievement unlocking has completed
@param LocalUserNum which user to watch for read complete notifications
@param UnlockAchievementCompleteDelegate the delegate to use for notifications

ClearWritePlayerStorageCompleteDelegate Source code

function ClearWritePlayerStorageCompleteDelegate ( byte LocalUserNum,delegate<OnWritePlayerStorageComplete> 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

ClearWriteProfileSettingsCompleteDelegate Source code

function ClearWriteProfileSettingsCompleteDelegate ( byte LocalUserNum,delegate<OnWriteProfileSettingsComplete> WriteProfileSettingsCompleteDelegate) )
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

CreateLeaderboard Source code

native function bool CreateLeaderboard ( string LeaderboardName, ELeaderboardSortType SortType, ELeaderboardFormat DisplayFormat )
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

CreateLocalAccount Source code

function bool CreateLocalAccount ( string UserName,optional string Password )
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

CreateOnlineAccount Source code

native function bool CreateOnlineAccount ( string UserName,string Password,string EmailAddress,optional string ProductKey )
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

DeleteLocalAccount Source code

function bool DeleteLocalAccount ( string UserName,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

DeleteMessage Source code

function bool DeleteMessage ( byte LocalUserNum,int MessageIndex) )
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

DenyFriendInvite Source code

native function bool DenyFriendInvite ( 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

DisplayAchievementProgress Source code

native function bool DisplayAchievementProgress ( int AchievementId, int ProgressCount, int MaxProgress )
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

FlushOnlineStats Source code

native function bool FlushOnlineStats ( name SessionName )
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

FreeStats Source code

native function FreeStats ( OnlineStatsRead StatsRead )
Cleans up any platform specific allocated data contained in the stats data
@param StatsRead the object to handle per platform clean up on

GetAchievements Source code

native function EOnlineEnumerationReadState GetAchievements ( byte LocalUserNum,out array<AchievementDetails> Achievements,optional int TitleId = 0 )
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

GetClientStatGuid Source code

native function string GetClientStatGuid ( )
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

GetDeviceSelectionResults Source code

native function int GetDeviceSelectionResults ( byte LocalUserNum,out string DeviceName )
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

GetFriendMessages Source code

function GetFriendMessages ( byte LocalUserNum,out array<OnlineFriendMessage> FriendMessages) )
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

GetFriendsList Source code

native function EOnlineEnumerationReadState GetFriendsList ( byte LocalUserNum,out array<OnlineFriend> Friends,optional int Count,optional int StartingAt )
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

GetHostStatGuid Source code

native function string GetHostStatGuid ( )
Reads the host's stat guid for synching up stats. Only valid on the host.
@return the host's stat guid

GetKeyboardInputResults Source code

function string GetKeyboardInputResults ( out byte bWasCanceled) )
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

GetLocalAccountNames Source code

function bool GetLocalAccountNames ( out array<string> Accounts )
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

GetLocale Source code

function int GetLocale ( ) )
Determine the locale (country code) for the player

GetLoginStatus Source code

native function ELoginStatus GetLoginStatus ( byte LocalUserNum )
Fetches the login status for a given player
@param LocalUserNum the controller number of the associated user
@return the enum value of their status

GetNATType Source code

native function ENATType GetNATType ( )
Determines the NAT type the player is using

GetNetworkNotificationPosition Source code

function ENetworkNotificationPosition GetNetworkNotificationPosition ( ) )
Determines the current notification position setting

GetNumberOfCurrentPlayers Source code

native function bool GetNumberOfCurrentPlayers ( )
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.

GetPlayerNickname Source code

function string GetPlayerNickname ( byte LocalUserNum) )
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

GetPlayerNicknameFromIndex Source code

event string GetPlayerNicknameFromIndex ( int UserIndex) )
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

GetPlayerStorage Source code

function OnlinePlayerStorage GetPlayerStorage ( byte LocalUserNum) )
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

GetPlayerUniqueNetIdFromIndex Source code

event UniqueNetId GetPlayerUniqueNetIdFromIndex ( int UserIndex) )
Returns the unique id of the player for the specified index
@param UserIndex the user to return the id of
@return the unique id of the player at the specified index

GetProfileSettings Source code

function OnlineProfileSettings GetProfileSettings ( byte LocalUserNum) )
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

GetRecognitionResults Source code

native function bool GetRecognitionResults ( byte LocalUserNum,out array<SpeechRecognizedWord> Words )
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

GetTitleFileContents Source code

native function bool GetTitleFileContents ( string FileName,out array<byte> FileContents )
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

GetTitleFileState Source code

function EOnlineEnumerationReadState GetTitleFileState ( string FileName )
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

GetUniquePlayerId Source code

function bool GetUniquePlayerId ( byte LocalUserNum,out UniqueNetId PlayerId) )
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

HasLinkConnection Source code

native function bool HasLinkConnection ( )
Determines if the ethernet link is connected or not

Init Source code

native event bool Init ( )
Called from engine start up code to allow the subsystem to initialize
@return TRUE if the initialization was successful, FALSE otherwise

IsControllerConnected Source code

native function bool IsControllerConnected ( int ControllerId )
Determines if the specified controller is connected or not
@param ControllerId the controller to query
@return true if connected, false otherwise

IsDeviceValid Source code

native function bool IsDeviceValid ( int DeviceId,optional int SizeNeeded )
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

IsFriend Source code

native function bool IsFriend ( byte LocalUserNum,UniqueNetId PlayerId )
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

IsGuestLogin Source code

function bool IsGuestLogin ( 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

IsHeadsetPresent Source code

native function bool IsHeadsetPresent ( byte LocalUserNum )
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

IsLocalLogin Source code

function bool IsLocalLogin ( 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

IsLocalPlayerTalking Source code

native function bool IsLocalPlayerTalking ( byte LocalUserNum )
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

IsMuted Source code

function bool IsMuted ( byte LocalUserNum,UniqueNetId PlayerId )
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

IsRemotePlayerTalking Source code

native function bool IsRemotePlayerTalking ( UniqueNetId PlayerId )
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

JoinFriendGame Source code

native function bool JoinFriendGame ( byte LocalUserNum,UniqueNetId Friend )
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

Login Source code

native function bool Login ( byte LocalUserNum,string LoginName,string Password,optional bool bWantsLocalOnly )
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

Logout Source code

native function bool Logout ( byte LocalUserNum )
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

MuteAll Source code

function bool MuteAll ( byte LocalUserNum,bool bAllowFriends) )
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

MuteRemoteTalker Source code

native function bool MuteRemoteTalker ( byte LocalUserNum,UniqueNetId PlayerId,optional bool bIsSystemWide )
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

ReadAchievements Source code

native function bool ReadAchievements ( byte LocalUserNum,optional int TitleId = 0,optional bool bShouldReadText = true,optional bool bShouldReadImages = false )
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

ReadFriendsList Source code

native function bool ReadFriendsList ( byte LocalUserNum,optional int Count,optional int StartingAt )
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

ReadOnlineAvatar Source code

native function ReadOnlineAvatar ( const UniqueNetId PlayerNetId, delegate<OnReadOnlineAvatarComplete> ReadOnlineAvatarCompleteDelegate )
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.

ReadOnlineStats Source code

native function bool ReadOnlineStats ( const out array<UniqueNetId> Players,OnlineStatsRead StatsRead )
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

ReadOnlineStatsByRank Source code

native function bool ReadOnlineStatsByRank ( OnlineStatsRead StatsRead,optional int StartIndex = 1,optional int NumToRead = 100 )
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

ReadOnlineStatsByRankAroundPlayer Source code

native function bool ReadOnlineStatsByRankAroundPlayer ( byte LocalUserNum,OnlineStatsRead StatsRead,optional int NumRows = 10 )
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

ReadOnlineStatsForFriends Source code

native function bool ReadOnlineStatsForFriends ( byte LocalUserNum,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

ReadPlayerStorage Source code

function bool ReadPlayerStorage ( byte LocalUserNum,OnlinePlayerStorage PlayerStorage,optional int DeviceId = -1 )
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

ReadPlayerStorageForNetId Source code

function bool ReadPlayerStorageForNetId ( byte LocalUserNum,UniqueNetId NetId,OnlinePlayerStorage PlayerStorage )
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

ReadProfileSettings Source code

native function bool ReadProfileSettings ( byte LocalUserNum,OnlineProfileSettings ProfileSettings )
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

ReadTitleFile Source code

native function bool ReadTitleFile ( string FileToRead )
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

RegisterHostStatGuid Source code

native function bool RegisterHostStatGuid ( const out string HostStatGuid )
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

RegisterLocalTalker Source code

native function bool RegisterLocalTalker ( byte LocalUserNum )
Registers the user as a talker
@param LocalUserNum the local player index that is a talker
@return TRUE if the call succeeded, FALSE otherwise

RegisterRemoteTalker Source code

native function bool RegisterRemoteTalker ( UniqueNetId PlayerId )
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

RegisterStatGuid Source code

native function bool RegisterStatGuid ( UniqueNetId PlayerId,const out string ClientStatGuid )
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

RemoveFriend Source code

native function bool RemoveFriend ( byte LocalUserNum,UniqueNetId FormerFriend )
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

RenameLocalAccount Source code

function bool RenameLocalAccount ( string NewUserName,string OldUserName,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

ResetStats Source code

native function bool ResetStats ( bool bResetAchievements )
Resets the players stats (and achievements, if specified)
@param bResetAchievements If true, also resets player achievements
@return TRUE if successful, FALSE otherwise

SelectVocabulary Source code

native function bool SelectVocabulary ( byte LocalUserNum,int VocabularyId )
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

SendGameInviteToFriend Source code

native function bool SendGameInviteToFriend ( byte LocalUserNum,UniqueNetId Friend,optional string Text )
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

SendGameInviteToFriends Source code

native function bool SendGameInviteToFriends ( byte LocalUserNum,array<UniqueNetId> Friends,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

SendMessageToFriend Source code

native function bool SendMessageToFriend ( byte LocalUserNum,UniqueNetId Friend,string Message )
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

SetNetworkNotificationPosition Source code

native function SetNetworkNotificationPosition ( ENetworkNotificationPosition NewPos )
Sets a new position for the network notification icons/images
@param NewPos the new location to use

SetOnlineStatus Source code

native function SetOnlineStatus ( byte LocalUserNum,int StatusId,const out array<LocalizedStringSetting> LocalizedStringSettings,const out array<SettingsProperty> Properties )
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

SetRemoteTalkerPriority Source code

native function bool SetRemoteTalkerPriority ( byte LocalUserNum,UniqueNetId PlayerId,int Priority )
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

SetSpeechRecognitionObject Source code

native function bool SetSpeechRecognitionObject ( byte LocalUserNum,SpeechRecognition SpeechRecogObj )
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

ShowAchievementsUI Source code

native function bool ShowAchievementsUI ( 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

ShowContentMarketplaceUI Source code

native function bool ShowContentMarketplaceUI ( byte LocalUserNum,optional int CategoryMask = -1,optional int OfferId )
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

ShowCustomPlayersUI Source code

native function bool ShowCustomPlayersUI ( byte LocalUserNum,const out array<UniqueNetId> Players,string Title,string Description )
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

ShowDeviceSelectionUI Source code

native function bool ShowDeviceSelectionUI ( byte LocalUserNum,int SizeNeeded,optional bool bManageStorage )
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

ShowFeedbackUI Source code

native function bool ShowFeedbackUI ( byte LocalUserNum,UniqueNetId PlayerId )
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

ShowFriendsInviteUI Source code

native function bool ShowFriendsInviteUI ( byte LocalUserNum,UniqueNetId PlayerId )
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

ShowFriendsUI Source code

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
@return TRUE if it was able to show the UI, FALSE if it failed

ShowGamerCardUI Source code

native function bool ShowGamerCardUI ( 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

ShowInviteUI Source code

native function bool ShowInviteUI ( byte LocalUserNum,optional string InviteText )
Displays the invite ui
@param LocalUserNum the local user sending the invite
@param InviteText the string to prefill the UI with

ShowKeyboardUI Source code

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 )
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

ShowLoginUI Source code

native function bool ShowLoginUI ( optional bool bShowOnlineOnly = false )
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

ShowMembershipMarketplaceUI Source code

native function bool ShowMembershipMarketplaceUI ( byte LocalUserNum )
Displays the marketplace UI for memberships
@param LocalUserNum the local user viewing available memberships

ShowMessagesUI Source code

native function bool ShowMessagesUI ( byte LocalUserNum )
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

ShowPlayersUI Source code

native function bool ShowPlayersUI ( byte LocalUserNum )
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

StartNetworkedVoice Source code

native function StartNetworkedVoice ( byte LocalUserNum )
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

StartSpeechRecognition Source code

native function bool StartSpeechRecognition ( 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

StopNetworkedVoice Source code

native function StopNetworkedVoice ( 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

StopSpeechRecognition Source code

native function bool StopSpeechRecognition ( 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

UniqueNetIdToPlayerName Source code

native function string UniqueNetIdToPlayerName ( const out UniqueNetId UID )
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

UnlockAchievement Source code

native function bool UnlockAchievement ( byte LocalUserNum,int AchievementId )
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

UnlockAvatarAward Source code

function bool UnlockAvatarAward ( byte LocalUserNum,int AvatarItemId )
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

UnlockGamerPicture Source code

native function bool UnlockGamerPicture ( byte LocalUserNum,int PictureId )
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

UnmuteAll Source code

function bool UnmuteAll ( byte LocalUserNum) )
Allows all speakers to send voice
@param LocalUserNum the local user that is making the change

UnmuteRemoteTalker Source code

native function bool UnmuteRemoteTalker ( 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

UnregisterLocalTalker Source code

native function bool UnregisterLocalTalker ( 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

UnregisterRemoteTalker Source code

native function bool UnregisterRemoteTalker ( 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

WriteOnlinePlayerScores Source code

native function bool WriteOnlinePlayerScores ( name SessionName,int LeaderboardId,const out array<OnlinePlayerScore> PlayerScores )
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

WriteOnlineStats Source code

native function bool WriteOnlineStats ( name SessionName,UniqueNetId Player,OnlineStatsWrite StatsWrite )
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

WritePlayerStorage Source code

function bool WritePlayerStorage ( byte LocalUserNum,OnlinePlayerStorage PlayerStorage,optional int DeviceId = -1 )
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

WriteProfileSettings Source code

native function bool WriteProfileSettings ( byte LocalUserNum,OnlineProfileSettings ProfileSettings )
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


Defaultproperties

defaultproperties
{
	LoggedInPlayerName="Local Profile"
	ConnectionPresenceTimeInterval=0.5
}

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Creation time: ti 22-3-2011 19:56:53.952 - Created with UnCodeX