File size: 3,636 Bytes
3243e23 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 | // Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Engine/GameInstance.h"
#include "CommonGameInstance.generated.h"
#define UE_API COMMONGAME_API
enum class ECommonUserAvailability : uint8;
enum class ECommonUserPrivilege : uint8;
class FText;
class UCommonUserInfo;
class UCommonSession_SearchResult;
struct FOnlineResultInformation;
class ULocalPlayer;
class USocialManager;
class UObject;
struct FFrame;
struct FGameplayTag;
UCLASS(MinimalAPI, Abstract, Config = Game)
class UCommonGameInstance : public UGameInstance
{
GENERATED_BODY()
public:
UE_API UCommonGameInstance(const FObjectInitializer& ObjectInitializer);
/** Handles errors/warnings from CommonUser, can be overridden per game */
UFUNCTION()
UE_API virtual void HandleSystemMessage(FGameplayTag MessageType, FText Title, FText Message);
UFUNCTION()
UE_API virtual void HandlePrivilegeChanged(const UCommonUserInfo* UserInfo, ECommonUserPrivilege Privilege, ECommonUserAvailability OldAvailability, ECommonUserAvailability NewAvailability);
UFUNCTION()
UE_API virtual void HandlerUserInitialized(const UCommonUserInfo* UserInfo, bool bSuccess, FText Error, ECommonUserPrivilege RequestedPrivilege, ECommonUserOnlineContext OnlineContext);
/** Call to reset user and session state, usually because a player has been disconnected */
UE_API virtual void ResetUserAndSessionState();
/**
* Requested Session Flow
* Something requests the user to join a specific session (for example, a platform overlay via OnUserRequestedSession).
* This request is handled in SetRequestedSession.
* Check if we can join the requested session immediately (CanJoinRequestedSession). If we can, join the requested session (JoinRequestedSession)
* If not, cache the requested session and instruct the game to get into a state where the session can be joined (ResetGameAndJoinRequestedSession)
*/
/** Handles user accepting a session invite from an external source (for example, a platform overlay). Intended to be overridden per game. */
UE_API virtual void OnUserRequestedSession(const FPlatformUserId& PlatformUserId, UCommonSession_SearchResult* InRequestedSession, const FOnlineResultInformation& RequestedSessionResult);
/** Handles OSS request that the session be destroyed */
UE_API virtual void OnDestroySessionRequested(const FPlatformUserId& PlatformUserId, const FName& SessionName);
/** Get the requested session */
UCommonSession_SearchResult* GetRequestedSession() const { return RequestedSession; }
/** Set (or clear) the requested session. When this is set, the requested session flow begins. */
UE_API virtual void SetRequestedSession(UCommonSession_SearchResult* InRequestedSession);
/** Checks if the requested session can be joined. Can be overridden per game. */
UE_API virtual bool CanJoinRequestedSession() const;
/** Join the requested session */
UE_API virtual void JoinRequestedSession();
/** Get the game into a state to join the requested session */
UE_API virtual void ResetGameAndJoinRequestedSession();
UE_API virtual int32 AddLocalPlayer(ULocalPlayer* NewPlayer, FPlatformUserId UserId) override;
UE_API virtual bool RemoveLocalPlayer(ULocalPlayer* ExistingPlayer) override;
UE_API virtual void Init() override;
UE_API virtual void ReturnToMainMenu() override;
private:
/** This is the primary player*/
TWeakObjectPtr<ULocalPlayer> PrimaryPlayer;
/** Session the player has requested to join */
UPROPERTY()
TObjectPtr<UCommonSession_SearchResult> RequestedSession;
};
#undef UE_API
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