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#include "CommonGameInstance.h"
#include "CommonLocalPlayer.h"
#include "CommonSessionSubsystem.h"
#include "CommonUISettings.h"
#include "CommonUserSubsystem.h"
#include "GameUIManagerSubsystem.h"
#include "ICommonUIModule.h"
#include "LogCommonGame.h"
#include "Messaging/CommonGameDialog.h"
#include "Messaging/CommonMessagingSubsystem.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(CommonGameInstance)
UCommonGameInstance::UCommonGameInstance(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UCommonGameInstance::HandleSystemMessage(FGameplayTag MessageType, FText Title, FText Message)
{
ULocalPlayer* FirstPlayer = GetFirstGamePlayer();
// Forward severe ones to the error dialog for the first player
if (FirstPlayer && MessageType.MatchesTag(FCommonUserTags::SystemMessage_Error))
{
if (UCommonMessagingSubsystem* Messaging = FirstPlayer->GetSubsystem<UCommonMessagingSubsystem>())
{
Messaging->ShowError(UCommonGameDialogDescriptor::CreateConfirmationOk(Title, Message));
}
}
}
void UCommonGameInstance::HandlePrivilegeChanged(const UCommonUserInfo* UserInfo, ECommonUserPrivilege Privilege, ECommonUserAvailability OldAvailability, ECommonUserAvailability NewAvailability)
{
// By default show errors and disconnect if play privilege for first player is lost
if (Privilege == ECommonUserPrivilege::CanPlay && OldAvailability == ECommonUserAvailability::NowAvailable && NewAvailability != ECommonUserAvailability::NowAvailable)
{
UE_LOG(LogCommonGame, Error, TEXT("HandlePrivilegeChanged: Player %d no longer has permission to play the game!"), UserInfo->LocalPlayerIndex);
// TODO: Games can do something specific in subclass
// ReturnToMainMenu();
}
}
void UCommonGameInstance::HandlerUserInitialized(const UCommonUserInfo* UserInfo, bool bSuccess, FText Error, ECommonUserPrivilege RequestedPrivilege, ECommonUserOnlineContext OnlineContext)
{
// Subclasses can override this
}
int32 UCommonGameInstance::AddLocalPlayer(ULocalPlayer* NewPlayer, FPlatformUserId UserId)
{
int32 ReturnVal = Super::AddLocalPlayer(NewPlayer, UserId);
if (ReturnVal != INDEX_NONE)
{
if (!PrimaryPlayer.IsValid())
{
UE_LOG(LogCommonGame, Log, TEXT("AddLocalPlayer: Set %s to Primary Player"), *NewPlayer->GetName());
PrimaryPlayer = NewPlayer;
}
GetSubsystem<UGameUIManagerSubsystem>()->NotifyPlayerAdded(Cast<UCommonLocalPlayer>(NewPlayer));
}
return ReturnVal;
}
bool UCommonGameInstance::RemoveLocalPlayer(ULocalPlayer* ExistingPlayer)
{
if (PrimaryPlayer == ExistingPlayer)
{
//TODO: do we want to fall back to another player?
PrimaryPlayer.Reset();
UE_LOG(LogCommonGame, Log, TEXT("RemoveLocalPlayer: Unsetting Primary Player from %s"), *ExistingPlayer->GetName());
}
GetSubsystem<UGameUIManagerSubsystem>()->NotifyPlayerDestroyed(Cast<UCommonLocalPlayer>(ExistingPlayer));
return Super::RemoveLocalPlayer(ExistingPlayer);
}
void UCommonGameInstance::Init()
{
Super::Init();
// After subsystems are initialized, hook them together
FGameplayTagContainer PlatformTraits = ICommonUIModule::GetSettings().GetPlatformTraits();
UCommonUserSubsystem* UserSubsystem = GetSubsystem<UCommonUserSubsystem>();
if (ensure(UserSubsystem))
{
UserSubsystem->SetTraitTags(PlatformTraits);
UserSubsystem->OnHandleSystemMessage.AddDynamic(this, &UCommonGameInstance::HandleSystemMessage);
UserSubsystem->OnUserPrivilegeChanged.AddDynamic(this, &UCommonGameInstance::HandlePrivilegeChanged);
UserSubsystem->OnUserInitializeComplete.AddDynamic(this, &UCommonGameInstance::HandlerUserInitialized);
}
UCommonSessionSubsystem* SessionSubsystem = GetSubsystem<UCommonSessionSubsystem>();
if (ensure(SessionSubsystem))
{
SessionSubsystem->OnUserRequestedSessionEvent.AddUObject(this, &UCommonGameInstance::OnUserRequestedSession);
SessionSubsystem->OnDestroySessionRequestedEvent.AddUObject(this, &UCommonGameInstance::OnDestroySessionRequested);
}
}
void UCommonGameInstance::ResetUserAndSessionState()
{
UCommonUserSubsystem* UserSubsystem = GetSubsystem<UCommonUserSubsystem>();
if (ensure(UserSubsystem))
{
UserSubsystem->ResetUserState();
}
UCommonSessionSubsystem* SessionSubsystem = GetSubsystem<UCommonSessionSubsystem>();
if (ensure(SessionSubsystem))
{
SessionSubsystem->CleanUpSessions();
}
}
void UCommonGameInstance::ReturnToMainMenu()
{
// By default when returning to main menu we should reset everything
ResetUserAndSessionState();
Super::ReturnToMainMenu();
}
void UCommonGameInstance::OnUserRequestedSession(const FPlatformUserId& PlatformUserId, UCommonSession_SearchResult* InRequestedSession, const FOnlineResultInformation& RequestedSessionResult)
{
if (InRequestedSession)
{
SetRequestedSession(InRequestedSession);
}
else
{
HandleSystemMessage(FCommonUserTags::SystemMessage_Error, NSLOCTEXT("CommonGame", "Warning_RequestedSessionFailed", "Requested Session Failed"), RequestedSessionResult.ErrorText);
}
}
void UCommonGameInstance::OnDestroySessionRequested(const FPlatformUserId& PlatformUserId, const FName& SessionName)
{
// When a session destroy is requested, please make sure that your project is in the right state to destroy the session and transition out of it
UE_LOG(LogCommonGame, Verbose, TEXT("[%hs] PlatformUserId:%d, SessionName: %s)"), __FUNCTION__, PlatformUserId.GetInternalId(), *SessionName.ToString());
ReturnToMainMenu();
}
void UCommonGameInstance::SetRequestedSession(UCommonSession_SearchResult* InRequestedSession)
{
RequestedSession = InRequestedSession;
if (RequestedSession)
{
if (CanJoinRequestedSession())
{
JoinRequestedSession();
}
else
{
ResetGameAndJoinRequestedSession();
}
}
}
bool UCommonGameInstance::CanJoinRequestedSession() const
{
// Default behavior is always allow joining the requested session
return true;
}
void UCommonGameInstance::JoinRequestedSession()
{
if (RequestedSession)
{
if (ULocalPlayer* const FirstPlayer = GetFirstGamePlayer())
{
UCommonSessionSubsystem* SessionSubsystem = GetSubsystem<UCommonSessionSubsystem>();
if (ensure(SessionSubsystem))
{
// Clear our current requested session since we are now acting on it.
UCommonSession_SearchResult* LocalRequestedSession = RequestedSession;
RequestedSession = nullptr;
SessionSubsystem->JoinSession(FirstPlayer->PlayerController, LocalRequestedSession);
}
}
}
}
void UCommonGameInstance::ResetGameAndJoinRequestedSession()
{
// Default behavior is to return to the main menu. The game must call JoinRequestedSession when the game is in a ready state.
ReturnToMainMenu();
}
//void UCommonGameInstance::OnPreLoadMap(const FString& MapName)
//{
// if (!IsDedicatedServerInstance())
// {
// if (!bWasInLoadMap)
// {
// UGameUIManagerSubsystem* UIManager = GetSubsystem<UGameUIManagerSubsystem>();
// for (ULocalPlayer* LocalPlayer : LocalPlayers)
// {
// UIManager->NotifyPlayerAdded(Cast<UCommonLocalPlayer>(LocalPlayer));
// }
// }
// }
//}
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