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Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.OnlineSubsystem | +-- IpDrv.OnlineSubsystemCommonImpl | +-- OnlineSubsystemSteamworks.OnlineSubsystemSteamworks
Inherited Variables from IpDrv.OnlineSubsystemCommonImpl |
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bIsUsingSpeechRecognition, GameInterfaceImpl, MaxLocalTalkers, MaxRemoteTalkers, VoiceEngine |
Enumerations Summary | ||
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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 |
Structures Summary | ||
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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 |
Delegates Summary | ||
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![]() | OnAddFriendByNameComplete (bool bWasSuccessful) | |
![]() | OnConnectionStatusChange (EOnlineServerConnectionStatus ConnectionStatus) | |
![]() | OnControllerChange (int ControllerId, ool bIsConnected) | |
![]() | OnCreateOnlineAccountCompleted (EOnlineAccountCreateStatus ErrorStatus) | |
![]() | OnDeviceSelectionComplete (bool bWasSuccessful) | |
![]() | OnExternalUIChange (bool bIsOpening) | |
![]() | OnFlushOnlineStatsComplete (name SessionName, ool bWasSuccessful) | |
![]() | OnFriendInviteReceived (byte LocalUserNum, niqueNetId RequestingPlayer, tring RequestingNick, tring Message) | |
![]() | OnFriendMessageReceived (byte LocalUserNum, niqueNetId SendingPlayer, tring SendingNick, tring Message) | |
![]() | OnFriendsChange () | |
![]() | OnGetNumberOfCurrentPlayersComplete (int TotalPlayers) | |
![]() | OnJoinFriendGameComplete (bool bWasSuccessful) | |
![]() | OnKeyboardInputComplete (bool bWasSuccessful) | |
![]() | OnLinkStatusChange (bool bIsConnected) | |
![]() | OnLoginCancelled () | |
![]() | OnLoginChange (byte LocalUserNum) | |
![]() | OnLoginFailed (byte LocalUserNum, OnlineServerConnectionStatus ErrorCode) | |
![]() | OnLoginStatusChange (ELoginStatus NewStatus, niqueNetId NewId) | |
![]() | OnLogoutCompleted (bool bWasSuccessful) | |
![]() | OnMutingChange () | |
![]() | OnPlayerTalkingStateChange (UniqueNetId Player, ool bIsTalking) | |
![]() | OnProfileDataChanged () | |
![]() | OnReadAchievementsComplete (int TitleId) | |
![]() | OnReadFriendsComplete (bool bWasSuccessful) | |
![]() | OnReadOnlineAvatarComplete (const UniqueNetId PlayerNetId, Texture2D Avatar) | |
![]() | OnReadOnlineStatsComplete (bool bWasSuccessful) | |
![]() | OnReadPlayerStorageComplete (byte LocalUserNum, ool bWasSuccessful) | |
![]() | OnReadPlayerStorageForNetIdComplete (UniqueNetId NetId, ool bWasSuccessful) | |
![]() | OnReadProfileSettingsComplete (byte LocalUserNum, ool bWasSuccessful) | |
![]() | OnReadTitleFileComplete (bool bWasSuccessful, tring FileName) | |
![]() | OnReceivedGameInvite (byte LocalUserNum, tring InviterName) | |
![]() | OnRecognitionComplete () | |
![]() | OnRegisterHostStatGuidComplete (bool bWasSuccessful) | |
![]() | OnStorageDeviceChange () | |
![]() | OnUnlockAchievementComplete (bool bWasSuccessful) | |
![]() | OnWritePlayerStorageComplete (byte LocalUserNum, ool bWasSuccessful) | |
![]() | OnWriteProfileSettingsComplete (byte LocalUserNum, ool bWasSuccessful) |
Functions Summary | ||
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![]() | bool | AcceptFriendInvite (byte LocalUserNum, niqueNetId RequestingPlayer) |
![]() | AddAddFriendByNameCompleteDelegate (byte LocalUserNum, elegate<OnAddFriendByNameComplete> FriendDelegate)) | |
![]() | AddConnectionStatusChangeDelegate (delegate<OnConnectionStatusChange> ConnectionStatusDelegate)) | |
![]() | AddControllerChangeDelegate (delegate<OnControllerChange> ControllerChangeDelegate)) | |
![]() | AddCreateOnlineAccountCompletedDelegate (delegate<OnCreateOnlineAccountCompleted> AccountCreateDelegate)) | |
![]() | AddDeviceSelectionDoneDelegate (byte LocalUserNum, elegate<OnDeviceSelectionComplete> DeviceDelegate)) | |
![]() | AddExternalUIChangeDelegate (delegate<OnExternalUIChange> ExternalUIDelegate) | |
![]() | AddFlushOnlineStatsCompleteDelegate (delegate<OnFlushOnlineStatsComplete> FlushOnlineStatsCompleteDelegate)) | |
![]() | bool | AddFriend (byte LocalUserNum, niqueNetId NewFriend, ptional string Message) |
![]() | bool | AddFriendByName (byte LocalUserNum, tring FriendName, ptional string Message) |
![]() | AddFriendInviteReceivedDelegate (byte LocalUserNum, elegate<OnFriendInviteReceived> InviteDelegate)) | |
![]() | AddFriendMessageReceivedDelegate (byte LocalUserNum, elegate<OnFriendMessageReceived> MessageDelegate)) | |
![]() | AddFriendsChangeDelegate (byte LocalUserNum, elegate<OnFriendsChange> FriendsDelegate)) | |
![]() | AddGetNumberOfCurrentPlayersCompleteDelegate (delegate<OnGetNumberOfCurrentPlayersComplete> GetNumberOfCurrentPlayersCompleteDelegate)) | |
![]() | AddJoinFriendGameCompleteDelegate (delegate<OnJoinFriendGameComplete> JoinFriendGameCompleteDelegate)) | |
![]() | AddKeyboardInputDoneDelegate (delegate<OnKeyboardInputComplete> InputDelegate)) | |
![]() | AddLinkStatusChangeDelegate (delegate<OnLinkStatusChange> LinkStatusDelegate)) | |
![]() | AddLoginCancelledDelegate (delegate<OnLoginCancelled> CancelledDelegate) | |
![]() | AddLoginChangeDelegate (delegate<OnLoginChange> LoginDelegate)) | |
![]() | AddLoginFailedDelegate (byte LocalUserNum, elegate<OnLoginFailed> LoginFailedDelegate)) | |
![]() | AddLoginStatusChangeDelegate (delegate<OnLoginStatusChange> LoginStatusDelegate, yte LocalUserNum) | |
![]() | AddLogoutCompletedDelegate (byte LocalUserNum, elegate<OnLogoutCompleted> LogoutDelegate)) | |
![]() | AddMutingChangeDelegate (delegate<OnMutingChange> MutingDelegate)) | |
![]() | AddPlayerTalkingDelegate (delegate<OnPlayerTalkingStateChange> TalkerDelegate)) | |
![]() | AddProfileDataChangedDelegate (byte LocalUserNum, elegate<OnProfileDataChanged> ProfileDataChangedDelegate)) | |
![]() | AddReadAchievementsCompleteDelegate (byte LocalUserNum, elegate<OnReadAchievementsComplete> ReadAchievementsCompleteDelegate)) | |
![]() | AddReadFriendsCompleteDelegate (byte LocalUserNum, elegate<OnReadFriendsComplete> ReadFriendsCompleteDelegate)) | |
![]() | AddReadOnlineStatsCompleteDelegate (delegate<OnReadOnlineStatsComplete> ReadOnlineStatsCompleteDelegate)) | |
![]() | AddReadPlayerStorageCompleteDelegate (byte LocalUserNum, elegate<OnReadPlayerStorageComplete> ReadPlayerStorageCompleteDelegate)) | |
![]() | AddReadPlayerStorageForNetIdCompleteDelegate (UniqueNetId NetId, elegate<OnReadPlayerStorageForNetIdComplete> ReadPlayerStorageForNetIdCompleteDelegate)) | |
![]() | AddReadProfileSettingsCompleteDelegate (byte LocalUserNum, elegate<OnReadProfileSettingsComplete> ReadProfileSettingsCompleteDelegate)) | |
![]() | AddReadTitleFileCompleteDelegate (delegate<OnReadTitleFileComplete> ReadTitleFileCompleteDelegate)) | |
![]() | AddReceivedGameInviteDelegate (byte LocalUserNum, elegate<OnReceivedGameInvite> ReceivedGameInviteDelegate)) | |
![]() | AddRecognitionCompleteDelegate (byte LocalUserNum, elegate<OnRecognitionComplete> RecognitionDelegate)) | |
![]() | AddRegisterHostStatGuidCompleteDelegate (delegate<OnRegisterHostStatGuidComplete> RegisterHostStatGuidCompleteDelegate)) | |
![]() | AddStorageDeviceChangeDelegate (delegate<OnStorageDeviceChange> StorageDeviceChangeDelegate) | |
![]() | AddUnlockAchievementCompleteDelegate (byte LocalUserNum, elegate<OnUnlockAchievementComplete> UnlockAchievementCompleteDelegate)) | |
![]() | AddWritePlayerStorageCompleteDelegate (byte LocalUserNum, elegate<OnWritePlayerStorageComplete> WritePlayerStorageCompleteDelegate)) | |
![]() | AddWriteProfileSettingsCompleteDelegate (byte LocalUserNum, elegate<OnWriteProfileSettingsComplete> WriteProfileSettingsCompleteDelegate)) | |
![]() | bool | AreAnyFriends (byte LocalUserNum, ut array<FriendsQuery> Query) |
![]() | bool | AutoLogin () |
![]() | CalcAggregateSkill (array<double> Mus, array<double> Sigmas, out double OutAggregateMu, out double OutAggregateSigma) | |
![]() | EFeaturePrivilegeLevel | CanCommunicate (byte LocalUserNum) |
![]() | EFeaturePrivilegeLevel | CanDownloadUserContent (byte LocalUserNum)) |
![]() | EFeaturePrivilegeLevel | CanPlayOnline (byte LocalUserNum) |
![]() | EFeaturePrivilegeLevel | CanPurchaseContent (byte LocalUserNum)) |
![]() | EFeaturePrivilegeLevel | CanShowPresenceInformation (byte LocalUserNum)) |
![]() | EFeaturePrivilegeLevel | CanViewPlayerProfiles (byte LocalUserNum)) |
![]() | ClearAddFriendByNameCompleteDelegate (byte LocalUserNum, elegate<OnAddFriendByNameComplete> FriendDelegate)) | |
![]() | ClearConnectionStatusChangeDelegate (delegate<OnConnectionStatusChange> ConnectionStatusDelegate)) | |
![]() | ClearControllerChangeDelegate (delegate<OnControllerChange> ControllerChangeDelegate)) | |
![]() | ClearCreateOnlineAccountCompletedDelegate (delegate<OnCreateOnlineAccountCompleted> AccountCreateDelegate)) | |
![]() | ClearDeviceSelectionDoneDelegate (byte LocalUserNum, elegate<OnDeviceSelectionComplete> DeviceDelegate)) | |
![]() | ClearExternalUIChangeDelegate (delegate<OnExternalUIChange> ExternalUIDelegate) | |
![]() | ClearFlushOnlineStatsCompleteDelegate (delegate<OnFlushOnlineStatsComplete> FlushOnlineStatsCompleteDelegate)) | |
![]() | ClearFriendInviteReceivedDelegate (byte LocalUserNum, elegate<OnFriendInviteReceived> InviteDelegate)) | |
![]() | ClearFriendMessageReceivedDelegate (byte LocalUserNum, elegate<OnFriendMessageReceived> MessageDelegate)) | |
![]() | ClearFriendsChangeDelegate (byte LocalUserNum, elegate<OnFriendsChange> FriendsDelegate)) | |
![]() | ClearGetNumberOfCurrentPlayersCompleteDelegate (delegate<OnGetNumberOfCurrentPlayersComplete> GetNumberOfCurrentPlayersCompleteDelegate)) | |
![]() | ClearJoinFriendGameCompleteDelegate (delegate<OnJoinFriendGameComplete> JoinFriendGameCompleteDelegate)) | |
![]() | ClearKeyboardInputDoneDelegate (delegate<OnKeyboardInputComplete> InputDelegate)) | |
![]() | ClearLinkStatusChangeDelegate (delegate<OnLinkStatusChange> LinkStatusDelegate)) | |
![]() | ClearLoginCancelledDelegate (delegate<OnLoginCancelled> CancelledDelegate) | |
![]() | ClearLoginChangeDelegate (delegate<OnLoginChange> LoginDelegate)) | |
![]() | ClearLoginFailedDelegate (byte LocalUserNum, elegate<OnLoginFailed> LoginFailedDelegate)) | |
![]() | ClearLoginStatusChangeDelegate (delegate<OnLoginStatusChange> LoginStatusDelegate, yte LocalUserNum) | |
![]() | ClearLogoutCompletedDelegate (byte LocalUserNum, elegate<OnLogoutCompleted> LogoutDelegate)) | |
![]() | ClearMutingChangeDelegate (delegate<OnFriendsChange> MutingDelegate)) | |
![]() | ClearPlayerTalkingDelegate (delegate<OnPlayerTalkingStateChange> TalkerDelegate)) | |
![]() | ClearProfileDataChangedDelegate (byte LocalUserNum, elegate<OnProfileDataChanged> ProfileDataChangedDelegate)) | |
![]() | ClearReadAchievementsCompleteDelegate (byte LocalUserNum, elegate<OnReadAchievementsComplete> ReadAchievementsCompleteDelegate)) | |
![]() | ClearReadFriendsCompleteDelegate (byte LocalUserNum, elegate<OnReadFriendsComplete> ReadFriendsCompleteDelegate)) | |
![]() | ClearReadOnlineStatsCompleteDelegate (delegate<OnReadOnlineStatsComplete> ReadOnlineStatsCompleteDelegate)) | |
![]() | ClearReadPlayerStorageCompleteDelegate (byte LocalUserNum, elegate<OnReadPlayerStorageComplete> ReadPlayerStorageCompleteDelegate)) | |
![]() | ClearReadPlayerStorageForNetIdCompleteDelegate (UniqueNetId NetId, elegate<OnReadPlayerStorageForNetIdComplete> ReadPlayerStorageForNetIdCompleteDelegate)) | |
![]() | ClearReadProfileSettingsCompleteDelegate (byte LocalUserNum, elegate<OnReadProfileSettingsComplete> ReadProfileSettingsCompleteDelegate)) | |
![]() | ClearReadTitleFileCompleteDelegate (delegate<OnReadTitleFileComplete> ReadTitleFileCompleteDelegate)) | |
![]() | ClearReceivedGameInviteDelegate (byte LocalUserNum, elegate<OnReceivedGameInvite> ReceivedGameInviteDelegate)) | |
![]() | ClearRecognitionCompleteDelegate (byte LocalUserNum, elegate<OnRecognitionComplete> RecognitionDelegate)) | |
![]() | ClearRegisterHostStatGuidCompleteDelegateDelegate (delegate<OnRegisterHostStatGuidComplete> RegisterHostStatGuidCompleteDelegate)) | |
![]() | ClearStorageDeviceChangeDelegate (delegate<OnStorageDeviceChange> StorageDeviceChangeDelegate) | |
![]() | ClearUnlockAchievementCompleteDelegate (byte LocalUserNum, elegate<OnUnlockAchievementComplete> UnlockAchievementCompleteDelegate)) | |
![]() | ClearWritePlayerStorageCompleteDelegate (byte LocalUserNum, elegate<OnWritePlayerStorageComplete> WritePlayerStorageCompleteDelegate)) | |
![]() | ClearWriteProfileSettingsCompleteDelegate (byte LocalUserNum, elegate<OnWriteProfileSettingsComplete> WriteProfileSettingsCompleteDelegate)) | |
![]() | bool | CreateLeaderboard (string LeaderboardName, ELeaderboardSortType SortType, ELeaderboardFormat DisplayFormat) |
![]() | bool | CreateLocalAccount (string UserName, ptional string Password) |
![]() | bool | CreateOnlineAccount (string UserName, tring Password, tring EmailAddress, ptional string ProductKey) |
![]() | bool | DeleteLocalAccount (string UserName, ptional string Password) |
![]() | bool | DeleteMessage (byte LocalUserNum, nt MessageIndex)) |
![]() | bool | DenyFriendInvite (byte LocalUserNum, niqueNetId RequestingPlayer) |
![]() | bool | DisplayAchievementProgress (int AchievementId, int ProgressCount, int MaxProgress) |
![]() | bool | FlushOnlineStats (name SessionName) |
![]() | FreeStats (OnlineStatsRead StatsRead) | |
![]() | EOnlineEnumerationReadState | GetAchievements (byte LocalUserNum, ut array<AchievementDetails> Achievements, ptional int TitleId = 0) |
![]() | string | GetClientStatGuid () |
![]() | int | GetDeviceSelectionResults (byte LocalUserNum, ut string DeviceName) |
![]() | GetFriendMessages (byte LocalUserNum, ut array<OnlineFriendMessage> FriendMessages)) | |
![]() | EOnlineEnumerationReadState | GetFriendsList (byte LocalUserNum, ut array<OnlineFriend> Friends, ptional int Count, ptional int StartingAt) |
![]() | string | GetHostStatGuid () |
![]() | string | GetKeyboardInputResults (out byte bWasCanceled)) |
![]() | bool | GetLocalAccountNames (out array<string> Accounts) |
![]() | int | GetLocale ())) |
![]() | ELoginStatus | GetLoginStatus (byte LocalUserNum) |
![]() | ENATType | GetNATType () |
![]() | ENetworkNotificationPosition | GetNetworkNotificationPosition ())) |
![]() | bool | GetNumberOfCurrentPlayers () |
![]() | string | GetPlayerNickname (byte LocalUserNum)) |
![]() | string | GetPlayerNicknameFromIndex (int UserIndex)) |
![]() | OnlinePlayerStorage | GetPlayerStorage (byte LocalUserNum)) |
![]() | UniqueNetId | GetPlayerUniqueNetIdFromIndex (int UserIndex)) |
![]() | OnlineProfileSettings | GetProfileSettings (byte LocalUserNum)) |
![]() | bool | GetRecognitionResults (byte LocalUserNum, ut array<SpeechRecognizedWord> Words) |
![]() | bool | GetTitleFileContents (string FileName, ut array<byte> FileContents) |
![]() | EOnlineEnumerationReadState | GetTitleFileState (string FileName) |
![]() | bool | GetUniquePlayerId (byte LocalUserNum, ut UniqueNetId PlayerId)) |
![]() | bool | HasLinkConnection () |
![]() | bool | Init () |
![]() | bool | IsControllerConnected (int ControllerId) |
![]() | bool | IsDeviceValid (int DeviceId, ptional int SizeNeeded) |
![]() | bool | IsFriend (byte LocalUserNum, niqueNetId PlayerId) |
![]() | bool | IsGuestLogin (byte LocalUserNum) |
![]() | bool | IsHeadsetPresent (byte LocalUserNum) |
![]() | bool | IsLocalLogin (byte LocalUserNum) |
![]() | bool | IsLocalPlayerTalking (byte LocalUserNum) |
![]() | bool | IsMuted (byte LocalUserNum, niqueNetId PlayerId) |
![]() | bool | IsRemotePlayerTalking (UniqueNetId PlayerId) |
![]() | bool | JoinFriendGame (byte LocalUserNum, niqueNetId Friend) |
![]() | bool | Login (byte LocalUserNum, tring LoginName, tring Password, ptional bool bWantsLocalOnly) |
![]() | bool | Logout (byte LocalUserNum) |
![]() | bool | MuteAll (byte LocalUserNum, ool bAllowFriends)) |
![]() | bool | MuteRemoteTalker (byte LocalUserNum, niqueNetId PlayerId, ptional bool bIsSystemWide) |
![]() | bool | ReadAchievements (byte LocalUserNum, ptional int TitleId = 0, ptional bool bShouldReadText = true, ptional bool bShouldReadImages = false) |
![]() | bool | ReadFriendsList (byte LocalUserNum, ptional int Count, ptional int StartingAt) |
![]() | ReadOnlineAvatar (const UniqueNetId PlayerNetId, delegate<OnReadOnlineAvatarComplete> ReadOnlineAvatarCompleteDelegate) | |
![]() | bool | ReadOnlineStats (const out array<UniqueNetId> Players, nlineStatsRead StatsRead) |
![]() | bool | ReadOnlineStatsByRank (OnlineStatsRead StatsRead, ptional int StartIndex = 1, ptional int NumToRead = 100) |
![]() | bool | ReadOnlineStatsByRankAroundPlayer (byte LocalUserNum, nlineStatsRead StatsRead, ptional int NumRows = 10) |
![]() | bool | ReadOnlineStatsForFriends (byte LocalUserNum, nlineStatsRead StatsRead) |
![]() | bool | ReadPlayerStorage (byte LocalUserNum, nlinePlayerStorage PlayerStorage, ptional int DeviceId = -1) |
![]() | bool | ReadPlayerStorageForNetId (byte LocalUserNum, niqueNetId NetId, nlinePlayerStorage PlayerStorage) |
![]() | bool | ReadProfileSettings (byte LocalUserNum, nlineProfileSettings ProfileSettings) |
![]() | bool | ReadTitleFile (string FileToRead) |
![]() | bool | RegisterHostStatGuid (const out string HostStatGuid) |
![]() | bool | RegisterLocalTalker (byte LocalUserNum) |
![]() | bool | RegisterRemoteTalker (UniqueNetId PlayerId) |
![]() | bool | RegisterStatGuid (UniqueNetId PlayerId, onst out string ClientStatGuid) |
![]() | bool | RemoveFriend (byte LocalUserNum, niqueNetId FormerFriend) |
![]() | bool | RenameLocalAccount (string NewUserName, tring OldUserName, ptional string Password) |
![]() | bool | ResetStats (bool bResetAchievements) |
![]() | bool | SelectVocabulary (byte LocalUserNum, nt VocabularyId) |
![]() | bool | SendGameInviteToFriend (byte LocalUserNum, niqueNetId Friend, ptional string Text) |
![]() | bool | SendGameInviteToFriends (byte LocalUserNum, rray<UniqueNetId> Friends, ptional string Text) |
![]() | bool | SendMessageToFriend (byte LocalUserNum, niqueNetId Friend, tring Message) |
![]() | SetNetworkNotificationPosition (ENetworkNotificationPosition NewPos) | |
![]() | SetOnlineStatus (byte LocalUserNum, nt StatusId, onst out array<LocalizedStringSetting> LocalizedStringSettings, onst out array<SettingsProperty> Properties) | |
![]() | bool | SetRemoteTalkerPriority (byte LocalUserNum, niqueNetId PlayerId, nt Priority) |
![]() | bool | SetSpeechRecognitionObject (byte LocalUserNum, peechRecognition SpeechRecogObj) |
![]() | bool | ShowAchievementsUI (byte LocalUserNum) |
![]() | bool | ShowContentMarketplaceUI (byte LocalUserNum, ptional int CategoryMask = -1, ptional int OfferId) |
![]() | bool | ShowCustomPlayersUI (byte LocalUserNum, onst out array<UniqueNetId> Players, tring Title, tring Description) |
![]() | bool | ShowDeviceSelectionUI (byte LocalUserNum, nt SizeNeeded, ptional bool bManageStorage) |
![]() | bool | ShowFeedbackUI (byte LocalUserNum, niqueNetId PlayerId) |
![]() | bool | ShowFriendsInviteUI (byte LocalUserNum, niqueNetId PlayerId) |
![]() | bool | ShowFriendsUI (byte LocalUserNum) |
![]() | bool | ShowGamerCardUI (byte LocalUserNum, niqueNetId PlayerId) |
![]() | bool | ShowInviteUI (byte LocalUserNum, ptional string InviteText) |
![]() | bool | ShowKeyboardUI (byte LocalUserNum, tring TitleText, tring DescriptionText, optional bool bIsPassword = false, optional bool bShouldValidate = true, optional string DefaultText, optional int MaxResultLength = 256) |
![]() | bool | ShowLoginUI (optional bool bShowOnlineOnly = false) |
![]() | bool | ShowMembershipMarketplaceUI (byte LocalUserNum) |
![]() | bool | ShowMessagesUI (byte LocalUserNum) |
![]() | bool | ShowPlayersUI (byte LocalUserNum) |
![]() | StartNetworkedVoice (byte LocalUserNum) | |
![]() | bool | StartSpeechRecognition (byte LocalUserNum) |
![]() | StopNetworkedVoice (byte LocalUserNum) | |
![]() | bool | StopSpeechRecognition (byte LocalUserNum) |
![]() | string | UniqueNetIdToPlayerName (const out UniqueNetId UID) |
![]() | bool | UnlockAchievement (byte LocalUserNum, nt AchievementId) |
![]() | bool | UnlockAvatarAward (byte LocalUserNum, nt AvatarItemId) |
![]() | bool | UnlockGamerPicture (byte LocalUserNum, nt PictureId) |
![]() | bool | UnmuteAll (byte LocalUserNum)) |
![]() | bool | UnmuteRemoteTalker (byte LocalUserNum, niqueNetId PlayerId, ptional bool bIsSystemWide) |
![]() | bool | UnregisterLocalTalker (byte LocalUserNum) |
![]() | bool | UnregisterRemoteTalker (UniqueNetId PlayerId) |
![]() | bool | WriteOnlinePlayerScores (name SessionName, nt LeaderboardId, onst out array<OnlinePlayerScore> PlayerScores) |
![]() | bool | WriteOnlineStats (name SessionName, niqueNetId Player, nlineStatsWrite StatsWrite) |
![]() | bool | WritePlayerStorage (byte LocalUserNum, nlinePlayerStorage PlayerStorage, ptional int DeviceId = -1) |
![]() | bool | WriteProfileSettings (byte LocalUserNum, nlineProfileSettings ProfileSettings) |
Inherited Functions from IpDrv.OnlineSubsystemCommonImpl |
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GetPlayerNicknameFromIndex, GetPlayerUniqueNetIdFromIndex, GetRegisteredPlayers, IsPlayerInSession |
Variables Detail |
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This is the list of requested delegates to fire when an account create completes
The array of delegates for notifying when an achievement write has completed
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
The array of delegates for notifying when an achievements list read has completed
This is the list of requested delegates to fire when a friend by name invite has completed
Starts as true, changes to false if pending server-side stats stores fail.
Whether the user has created a Steamworks account or not
If True, FlushOnlineStats increments stat values on the Steam backend, instead of overwriting them
Whether the stats session is ok to add stats to etc
Whether the last frame has connection status or not
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
Set to True when the listen host is pending authentication with Steam, so authing can be retried upon failure
Whether the keyboard needs to be ticked
Whether to use MCP for news or not
True if we're storing an achievement we unlocked, false if just storing stats.
Whether the user canceled keyboard input or not
Used by the async add friend by name function
The list of friend messages received while the game was running
Pointer to the object that handles the game interface
The cached profile for the player
Pointer to class that catches callbacks from Steam
Used to check when to verify connection status
The amount of time to elapse before checking for connection status change
This is the list of delegates requesting notification Steamworks's connection state changes
This is the list of delegates requesting notification of controller status changes
Upto 4 player split screen support
Holds the local talker information for the single signed in player
Where Steamworks notifications will be displayed on the screen
The currently outstanding stats read request
This is the default online status to use in status updates
If a leaderboard read request needs to first initialize a leaderboard, store the request until initialization completes (internal)
If a leaderboard write request needs to first initialize a leaderboard, store the request until initialization completes (internal)
Holds the last results of device selection
Holds the product key in its encrypted form
The list of delegates to notify when the stats flush is complete
This is the list of requested delegates to fire when a friend invite is received
This is the list of requested delegates to fire when a friend message is received
The array of delegates that notify that the friends list has changed
Identifies the Steamworks game
The message to use for game invites
Holds the list of delegates that are interested in receiving GetNumberOfCurrentPlayers completions
Holds the list of delegates that are interested in receiving join friend completions
This is the list of requested delegates to fire when keyboard UI has completed
Holds the results of async keyboard input
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
Mappings of ViewId's to LeaderboardName's; this >must< be setup for leaderboards to work
This is the list of delegates requesting notification of network link status changes
The number of times listen host authentication has been retried
For listen host authentication, the most recent time authentication was attempted
Used for notification of player storage reads completing for local players
Used for notification of player storage writes completing for local players
The name to use for local profiles
The URL to send as the location string
The list of location strings that are ok to accept invites for. Used mostly the different platform skus use different location strings.
The unique id of the logged in player
The name of the player that is logged in
The number of the player that called the login function
The current login status for the player
This is the list of requested delegates to fire when a login fails to process
This is the list of requested delegates to fire when a login fails to process
This is the list of requested delegates to fire when a logout completes
Holds the set of people that are muted by the currently logged in player
The array of delegates that notify that the mute list has changed
An ever incrementing number assigned to auth requests
Achievement progress toast updates which are put together in WriteOnlineStats and displayed by FlushOnlineStats (internal)
Leaderboard stats updates which are put together in WriteOnlineStats, and written by FlushOnlineStats (internal)
Stats are stored in this array while waiting for FlushOnlineStats()
Holds the per player online storage data (only for local players)
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)
Holds the per player profile data
The directory profile data should be stored in
The file extension to use when saving profile data
Pending avatar lookups.
The array of delegates that notify read completion of the friends list data
This is the list of delegates requesting notification when a stats read finishes
The list of delegates to notify when a network platform file is read
The list of subscribers for game invite events
This is the list of requested delegates to fire when a host registration is complete
Used for notification of player storage reads completing for remote players
This is the list of remote talkers
Holds the server auth challenge
Holds the server auth local id
Holds the server auth response
List of callbacks to notify when speech recognition is complete
@todo: Revert the code once the Steam SDK has been fixed
Holds the set of status strings for the specified game
Holds the list of delegates that are interested in receiving talking notifications
Counts number of outstanding server-side stats stores.
Sets when Steam's UserStatsReceived callback triggers.
The array of delegates that notify write completion of profile data
Enumerations Detail |
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Leaderboard display format on the steam community website (internal)
When calling the internal 'ReadLeaderboardEntries' function, this is used to specify what entries to return (internal, native only)
Leaderboard entry sort types (internal)
How to upload leaderboard score updates (configurable, see LeaderboardTemplate)
The types of global muting we support
Structures Detail |
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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 UnlockAchievementAchievementName:The name of the achievement, as specified on the Steam backendbAutoUnlock:If True, achievements are automatically unlocked when the achievements progress hits/exceeds MaxProgressMaxProgress:Specifies the number of steps required for an unlockProgressCount: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)
var int AchievementId;};
var bool bUnlock;
var int MaxProgress;
var int Progress;
Stores an achievement progress update (internal)
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 notbLastIsControllerConnected:Last frame's version of the above
var int End;};
var string LeaderboardName;
var byte RequestType;
var int Start;
Stores a deferred leaderboard read request (internal)
Stores a deferred leaderboard write request (internal)
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 userDeviceSelectionDelegates:List of subscribers interested in device selection notificationDeviceSelectionMulticast:Delegate used to fire the array of events off
Struct representing an individual leaderboard entry (internal)
PlayerUID:UID of the player this leaderboard entry representsRank:Global rank of the player this entry representsScore:Leaderboard score
Internally used dud struct
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 leaderboardbLeaderboardInitiated:Whether or not the leaderboard reference has been initiatedDisplayFormat:How the leaderboard should be formatted on the backendLeaderboardName:The name of the leaderboard on the backendLeaderboardRef:Handle to the Steamworks leaderboard referenceLeaderboardSize: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 backendUpdateType:How the leaderboard handles score updates (configurable, affects FlushOnlineStats)
Adds to the local talker definition so we can support muting
Holds the items used to map an online status string to its format string
StatusId:The id of the status stringStatusString:The format string to use to apply the passed in properties/strings
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 timePlayer:The player for which stats are being writtenPlayerName:The name of the player to report withScore:The score for this playerStatGuid:This is a per-player guid that needs to be passed to the backendStats:The stats for this player
This holds a single stat waiting to be written out
ColumnId:The column for this statData:The stat's valueViewId:The view for this stat
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 playerProfileDataChangedDelegates:Used to notify subscribers when the player changes their (non-game) profileReadDelegates:Used for per player index notification of profile reads completingWriteDelegates:Used for per player index notification of profile writes completing
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 madeNumberOfAttempts: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.
Maps a ViewId (as used by OnlineStats* classes) to a Steam leaderboard name
LeaderboardName:The leaderboard nameViewId:The id of the view
Delegates Detail |
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Called when a friend invite arrives for a local player
@param bWasSuccessful true if successfully added, false if not found or failed
Delegate fire when the online server connection state changes
@param ConnectionStatus the new connection status
Delegate fired when the controller becomes dis/connected
@param ControllerId the id of the controller that changed connection state
@param bIsConnected whether the controller connected (true) or disconnected (false)
Delegate used in notifying the UI/game that the account creation completed
@param ErrorStatus whether the account created successfully or not
Delegate used when the device selection request has completed
@param bWasSuccessful true if the async action completed without error, false if there was an error
Delegate fired when an external UI display state changes (opening/closing)
@param bIsOpening whether the external UI is opening or closing
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
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
Called when a friend invite arrives for a local player
@param LocalUserNum the user that is receiving the invite
@param SendingPlayer the player sending the friend request
@param SendingNick the nick of the player sending the friend request
@param Message the message to display to the recipient
@return true if successful, false otherwise
Delegate used in friends list change notifications
Called when the async player count has completed
@param TotalPlayers Count of players. -1 if unknown or error.
Called once the join task has completed
@param bWasSuccessful the session was found and is joinable, false otherwise
Delegate used when the keyboard input request has completed
@param bWasSuccessful true if the async action completed without error, false if there was an error
Delegate fired when the network link status changes
@param bIsConnected whether the link is currently connected or not
Delegate used to notify when a login request was cancelled by the user
Delegate used in login notifications
@param LocalUserNum the player that had the login change
Delegate used in notifying the UI/game that the manual login failed
@param LocalUserNum the controller number of the associated user
@param ErrorCode the async error code that occurred
Delegate called when a player's status changes but doesn't change profiles
@param NewStatus the new login status for the user
@param NewId the new id to associate with the user
Delegate used in notifying the UI/game that the manual logout completed
@param bWasSuccessful whether the async call completed properly or not
Delegate used in mute list change notifications
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
Called when an external change to player profile data has occured
Called when the async achievements read has completed
@param TitleId the title id that the read was for (0 means current title)
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
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.
Notifies the interested party that the last stats read has completed
@param bWasSuccessful true if the async action completed without error, false if there was an error
Delegate used when the last read of online player storage data request has completed
@param LocalUserNum the controller index of the player who's read just completed
@param bWasSuccessful true if the async action completed without error, false if there was an error
Delegate used when the last read of online player storage data request has completed
@param NetId the net id for the user who's read just completed
@param bWasSuccessful true if the async action completed without error, false if there was an error
Delegate used when the last read profile settings request has completed
@param LocalUserNum the controller index of the player who's read just completed
@param bWasSuccessful true if the async action completed without error, false if there was an error
Delegate 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
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
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
Called when the host stat guid registration is complete
@param bWasSuccessful whether the registration has completed or not
Delegate fired when a storage device change is detected
Delegate used when the achievement unlocking has completed
@param bWasSuccessful true if the async action completed without error, false if there was an error
Delegate used when the last write online player storage request has completed
@param LocalUserNum the controller index of the player who's write just completed
@param bWasSuccessful true if the async action completed without error, false if there was an error
Delegate 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 |
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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
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
Adds the delegate to the list to be notified when the connection status changes
@param ConnectionStatusDelegate the delegate to add
Sets the delegate used to notify the gameplay code that the controller state changed
@param ControllerChangeDelegate the delegate to use for notifications
Sets the delegate used to notify the gameplay code that account creation completed
@param AccountCreateDelegate the delegate to use for notifications
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
Sets the delegate used to notify the gameplay code that external UI state changed (opened/closed)
@param ExternalUIDelegate the delegate to use for notifications
Adds the delegate used to notify the gameplay code that the stats flush has completed
@param FlushOnlineStatsCompleteDelegate the delegate to use for notifications
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
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
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
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
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
Sets the delegate used to notify the gameplay code that the player count request has completed
@param GetNumberOfCurrentPlayersCompleteDelegate the delegate to use for notifications
Sets the delegate used to notify when the join friend is complete
@param JoinFriendGameCompleteDelegate the delegate to use for notifications
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
Adds the delegate used to notify the gameplay code that link status changed
@param LinkStatusDelegate the delegate to use for notifications
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
Sets the delegate used to notify the gameplay code that a login changed
@param LoginDelegate the delegate to use for notifications
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
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
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
Sets the delegate used to notify the gameplay code that a muting list changed
@param MutingDelegate the delegate to use for notifications
Adds a talker delegate to the list of notifications
@param TalkerDelegate the delegate to call when a player is talking
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
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
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
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
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
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
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
Adds the delegate to the list to be notified when a requested file has been read
@param ReadTitleFileCompleteDelegate the delegate to add
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
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
Adds the delegate for notifying when the host guid registration is done
@param RegisterHostStatGuidCompleteDelegate the delegate to use for notifications
Adds the delegate to the list to be notified when a storage device changes
@param StorageDeviceChangeDelegate the delegate to add
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
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
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
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
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
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
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
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
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
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
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
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
Removes the delegate specified from the list
@param LocalUserNum the user associated with the notification
@param FriendDelegate the delegate to use for notifications
Removes the delegate from the notify list
@param ConnectionStatusDelegate the delegate to remove
Removes the delegate used to notify the gameplay code that the controller state changed
@param ControllerChangeDelegate the delegate to remove
Removes the specified delegate from the notification list
@param AccountCreateDelegate the delegate to use for notifications
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
Removes the delegate from the notification list
@param ExternalUIDelegate the delegate to remove
Clears the delegate used to notify the gameplay code that the stats flush has completed
@param FlushOnlineStatsCompleteDelegate the delegate to use for notifications
Removes the delegate specified from the list
@param LocalUserNum the user associated with the notification
@param InviteDelegate the delegate to use for notifications
Removes the delegate specified from the list
@param LocalUserNum the user associated with the notification
@param MessageDelegate the delegate to use for notifications
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
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
Removes the delegate from the list of notifications
@param JoinFriendGameCompleteDelegate the delegate to use for notifications
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
Removes the delegate from the notify list
@param LinkStatusDelegate the delegate to remove
Removes the specified delegate from the notification list
@param CancelledDelegate the delegate to remove fromt he list
Removes the specified delegate from the notification list
@param LoginDelegate the delegate to use for notifications
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
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
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
Searches the existing set of delegates for the one specified and removes it from the list
@param FriendsDelegate the delegate to use for notifications
Removes a talker delegate to the list of notifications
@param TalkerDelegate the delegate to remove from the notification list
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
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
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
Removes the delegate from the notify list
@param ReadOnlineStatsCompleteDelegate the delegate to use for notifications
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
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
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
Removes the delegate from the notify list
@param ReadTitleFileCompleteDelegate the delegate to remove
Removes the delegate specified from the list
@param LocalUserNum the user associated with the notification
@param ReceivedGameInviteDelegate the delegate to use for notifications
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
Clears the delegate used to notify the gameplay code
@param RegisterHostStatGuidCompleteDelegate the delegate to use for notifications
Removes the delegate from the notify list
@param StorageDeviceChangeDelegate the delegate to remove
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
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
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
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
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
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
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
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
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
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
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
Cleans up any platform specific allocated data contained in the stats data
@param StatsRead the object to handle per platform clean up on
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
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
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
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
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
Reads the host's stat guid for synching up stats. Only valid on the host.
@return the host's stat guid
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
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
Determine the locale (country code) for the player
Fetches the login status for a given player
@param LocalUserNum the controller number of the associated user
@return the enum value of their status
Determines the NAT type the player is using
Determines the current notification position setting
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.
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
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
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
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
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
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
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
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
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
Determines if the ethernet link is connected or not
Called from engine start up code to allow the subsystem to initialize
@return TRUE if the initialization was successful, FALSE otherwise
Determines if the specified controller is connected or not
@param ControllerId the controller to query
@return true if connected, false otherwise
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
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
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
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
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
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
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
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
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
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
Registers the user as a talker
@param LocalUserNum the local player index that is a talker
@return TRUE if the call succeeded, FALSE otherwise
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
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
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
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
Resets the players stats (and achievements, if specified)
@param bResetAchievements If true, also resets player achievements
@return TRUE if successful, FALSE otherwise
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
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
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
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
Sets a new position for the network notification icons/images
@param NewPos the new location to use
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
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
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
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
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
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
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
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
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
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
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
Displays the invite ui
@param LocalUserNum the local user sending the invite
@param InviteText the string to prefill the UI with
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
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
Displays the marketplace UI for memberships
@param LocalUserNum the local user viewing available memberships
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
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
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
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
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
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
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
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
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
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
Allows all speakers to send voice
@param LocalUserNum the local user that is making the change
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
Unregisters the user as a talker
@param LocalUserNum the local player index to be removed
@return TRUE if the call succeeded, FALSE otherwise
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
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
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
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
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 |
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defaultproperties { LoggedInPlayerName="Local Profile" ConnectionPresenceTimeInterval=0.5 } |
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