| class BiosSessionService | |
| { | |
| protected int m_GetSessionAttempts; | |
| string m_CurrentHandle; | |
| //! Enter a gameplay session | |
| /*! | |
| The async result is returned in the OnEnterGameplaySession callback. | |
| Expected errors: | |
| LOGICAL - if the user is currently in an active gameplay session. | |
| @param session_address server IP address. | |
| @param session_port server port. | |
| @return EBiosError indicating if the async operation is pending. | |
| */ | |
| proto native EBiosError EnterGameplaySessionAsync(string session_address, int session_port); | |
| //! Leave a gameplay session | |
| /*! | |
| The async result is returned in the OnLeaveGameplaySession callback. | |
| If there is an unexpected error the state is cleared. | |
| Expected errors: | |
| ERR_NOT_FOUND - when attempting to leave a gameplay session the user is not part of. | |
| ERR_LOGICAL - when the user is not in a gameplay session. | |
| @param session_address server IP address. | |
| @param session_port server port. | |
| @return EBiosError indicating if the async operation is pending. | |
| */ | |
| proto native EBiosError LeaveGameplaySessionAsync(string session_address, int session_port); | |
| //! Alerts engine that players in current session have changed | |
| /*! | |
| @param newPlayers players that have just joined the server. When player joins a server, ALL players already on server count as new players. | |
| */ | |
| proto native void OnSessionPlayerListUpdate(array<string> newPlayers); | |
| //! Gets a session from a join handle | |
| /*! | |
| The async result is returned in the OnGetGameplaySession, OnGetLobbySession or OnGetSessionError callback, | |
| dependinng on the type of session, or error. | |
| Expected errors: | |
| @param join_handle the parsed join handle. | |
| @return EBiosError indicating if the async operation is pending. | |
| */ | |
| void TryGetSession( string join_handle = "" ) | |
| { | |
| if ( join_handle != "" ) | |
| { | |
| m_GetSessionAttempts = 0; | |
| m_CurrentHandle = join_handle; | |
| } | |
| if ( m_GetSessionAttempts < 10 ) | |
| GetSessionAsync( m_CurrentHandle ); | |
| else | |
| g_Game.DisconnectSessionEx(DISCONNECT_SESSION_FLAGS_JOIN); | |
| } | |
| //! Gets a session from a join handle | |
| /*! | |
| The async result is returned in the OnGetGameplaySession, OnGetLobbySession or OnGetSessionError callback, | |
| dependinng on the type of session, or error. | |
| Expected errors: | |
| @param join_handle the parsed join handle. | |
| @return EBiosError indicating if the async operation is pending. | |
| */ | |
| proto native EBiosError GetSessionAsync(string join_handle); | |
| //! Sets the activity to a gameplay session | |
| /*! | |
| The async result is returned in the OnSetActivity callback. | |
| Expected errors: | |
| ERR_NOT_FOUND - when attempting to set a gameplay session activity the user is not part of. | |
| @param session_address server IP address. | |
| @param session_port server port. | |
| @return EBiosError indicating if the async operation is pending. | |
| */ | |
| proto native EBiosError SetGameplayActivityAsync(string session_address, int session_port); | |
| //! not implemented | |
| //proto native EBiosError SetLobbyActivityAsync(...); | |
| //! Clears the current activity | |
| /*! | |
| The async result is returned in the OnClearActivity callback. | |
| Expected errors: | |
| @return EBiosError indicating if the async operation is pending. | |
| */ | |
| proto native EBiosError ClearActivityAsync(); | |
| //! Show system UI to invite friends to current gameplay session | |
| /*! | |
| The async result is returned in the OnShowInviteToGameplaySession callback. | |
| On Xbox, if session with session_address and session_port does not exist, then xbox show | |
| message "We could not send the invite". | |
| @param session_address server IP address. | |
| @param session_port server port. | |
| @return EBiosError indicating if the async operation is pending. | |
| */ | |
| proto native EBiosError ShowInviteToGameplaySessionAsync(string session_address, int session_port); | |
| //! Send invite to list of users | |
| /*! | |
| The async result is returned in the OnInviteToGameplaySession callback. | |
| The user must be inside the session. That means, OnEnterGameplaySession must be called with no errors. | |
| @param session_address server IP address. | |
| @param session_port server port. | |
| @param invitee_list list of users to invite | |
| @return EBiosError indicating if the async operation is pending. | |
| */ | |
| proto native EBiosError InviteToGameplaySessionAsync(string session_address, int session_port, array<string> invitee_list); | |
| //! Notifiy about interactive multiplayer state | |
| proto native void SetMultiplayState(bool is_active); | |
| //! Callback function | |
| /*! | |
| @param error error indicating success or fail of the async operation. | |
| */ | |
| void OnSetActivity(EBiosError error) | |
| { | |
| OnlineServices.ErrorCaught( error ); | |
| } | |
| //! Callback function | |
| /*! | |
| @param error error indicating success or fail of the async operation. | |
| */ | |
| void OnClearActivity(EBiosError error) | |
| { | |
| } | |
| //! Callback function | |
| /*! | |
| @param session_address server IP address. | |
| @param session_port server port. | |
| */ | |
| void OnGetGameplaySession(string session_address, int session_port) | |
| { | |
| m_GetSessionAttempts = 0; | |
| switch (g_Game.GetGameState()) | |
| { | |
| case DayZGameState.IN_GAME: | |
| { | |
| string addr; | |
| int port; | |
| bool found = GetGame().GetHostAddress( addr, port ); | |
| if (addr != session_address || port != session_port ) | |
| { | |
| if (found) | |
| { | |
| OnlineServices.SetInviteServerInfo( session_address, session_port ); | |
| g_Game.GetUIManager().CloseAll(); | |
| if (!g_Game.GetUIManager().EnterScriptedMenu( MENU_INVITE_TIMER, null )) | |
| { | |
| NotificationSystem.AddNotification( NotificationType.CONNECT_FAIL_GENERIC, NotificationSystem.DEFAULT_TIME_DISPLAYED ); | |
| } | |
| } | |
| else | |
| { | |
| NotificationSystem.AddNotification( NotificationType.JOIN_FAIL_GET_SESSION, NotificationSystem.DEFAULT_TIME_DISPLAYED ); | |
| } | |
| } | |
| else | |
| { | |
| NotificationSystem.AddNotification( NotificationType.INVITE_FAIL_SAME_SERVER, NotificationSystem.DEFAULT_TIME_DISPLAYED, "#ps4_already_in_session" ); | |
| } | |
| break; | |
| } | |
| case DayZGameState.CONNECTING: | |
| { | |
| g_Game.DisconnectSessionEx(DISCONNECT_SESSION_FLAGS_FORCE); | |
| // Intentionally no break, fall through to connecting | |
| } | |
| default: | |
| { | |
| g_Game.ConnectFromJoin( session_address, session_port ); | |
| break; | |
| } | |
| } | |
| } | |
| //! //! Callback function, not implemented | |
| /*void OnGetLobbySession(...) | |
| { | |
| }*/ | |
| //! Callback function | |
| /*! | |
| @param error error indicating fail of the async operation. Cannot be OK. | |
| */ | |
| void OnGetSessionError(EBiosError error) | |
| { | |
| OnlineServices.ErrorCaught( error ); | |
| m_GetSessionAttempts++; | |
| GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( TryGetSession, 100, false, "" ); | |
| g_Game.DisconnectSessionEx(DISCONNECT_SESSION_FLAGS_JOIN); | |
| } | |
| //! Callback function | |
| /*! | |
| @param session_address server IP address. Empty if failed. | |
| @param session_port server port. 0 if failed. | |
| @param error error indicating success or fail of the async operation. | |
| */ | |
| void OnEnterGameplaySession(string session_address, int session_port, EBiosError error) | |
| { | |
| if ( !OnlineServices.ErrorCaught( error ) ) | |
| { | |
| SetGameplayActivityAsync( session_address, session_port ); | |
| if ( OnlineServices.GetPendingInviteList() ) | |
| InviteToGameplaySessionAsync( session_address, session_port, OnlineServices.GetPendingInviteList() ); | |
| //OnlineServices.GetCurrentServerInfo(session_address, session_port); | |
| } | |
| } | |
| //! Callback function | |
| /*! | |
| @param error error indicating success or fail of the async operation. | |
| */ | |
| void OnLeaveGameplaySession(EBiosError error) | |
| { | |
| } | |
| //! Callback function | |
| /*! | |
| @param error indicating success or fail of the async operation. | |
| */ | |
| void OnShowInviteToGameplaySession(EBiosError error) | |
| { | |
| OnlineServices.ErrorCaught( error ); | |
| } | |
| //! Callback function | |
| /*! | |
| @param error indicating success or fail of the async operation. | |
| */ | |
| void OnInviteToGameplaySession(EBiosError error) | |
| { | |
| } | |
| array<string> GetSessionPlayerList() | |
| { | |
| return ClientData.GetSimplePlayerList(); | |
| } | |
| }; | |