Up to Unreal 5.7

This commit is contained in:
Simeon "Waldo" Wallrath 2025-11-20 16:26:22 +01:00
parent 8a63902c06
commit 1a64805d43
239 changed files with 3947 additions and 296 deletions

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* text=auto
*.bat eol=crlf

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.hg/
binaries/
deriveddatacache/
.vs/
build/
intermediate/
PACKPLUGIN/
saved/
*.orig

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{
"FileVersion": 3,
"FriendlyName": "Advanced Sessions",
"Version": 5.4,
"VersionName": "5.4",
"Version": 5.7,
"VersionName": "5.7",
"Description": "Adds new blueprint functions to handle more advanced session operations.",
"Category": "Advanced Sessions Plugin",
"CreatedBy": "Joshua Statzer",

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{
"FileVersion" : 3,
"FriendlyName" : "Advanced Steam Sessions",
"Version" : 5.4,
"VersionName": "5.4",
"Description" : "Adds new blueprint functions to handle more advanced session operations in Steam. REQUIRES ADVANCED SESSIONS",
"Category" : "Advanced Sessions Plugin",
"CreatedBy" : "Joshua Statzer",
"CreatedByURL" : "N/A",
"Modules" :
[
{
"Name": "AdvancedSteamSessions",
"Type": "RunTime",
"LoadingPhase": "Default"
}
],
"Plugins": [
{
"Name": "AdvancedSessions",
"Enabled": true
},
{
"Name": "OnlineSubsystem",
"Enabled": true
},
{
"Name": "OnlineSubsystemSteam",
"Enabled": true
},
{
"Name": "OnlineSubsystemUtils",
"Enabled": true
},
{
"Name": "SteamShared",
"Enabled": true
}
]
}

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[FilterPlugin]
; This section lists additional files which will be packaged along with your plugin. Paths should be listed relative to the root plugin directory, and
; may include "...", "*", and "?" wildcards to match directories, files, and individual characters respectively.
;
; Examples:
; /README.txt
; /Extras/...
; /Binaries/ThirdParty/*.dll

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using UnrealBuildTool;
using System.IO;
public class AdvancedSteamSessions : ModuleRules
{
public AdvancedSteamSessions(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
//bEnforceIWYU = true;
PublicDefinitions.Add("WITH_ADVANCED_STEAM_SESSIONS=1");
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "OnlineSubsystem", "CoreUObject", "OnlineSubsystemUtils", "Networking", "Sockets", "AdvancedSessions"/*"Voice", "OnlineSubsystemSteam"*/ });
PrivateDependencyModuleNames.AddRange(new string[] { "OnlineSubsystem", "Sockets", "Networking", "OnlineSubsystemUtils" /*"Voice", "Steamworks","OnlineSubsystemSteam"*/});
if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Linux) || (Target.Platform == UnrealTargetPlatform.Mac))
{
PublicDependencyModuleNames.AddRange(new string[] { "SteamShared", "Steamworks", "OnlineSubsystemSteam" });
//PublicIncludePaths.AddRange(new string[] { "../Plugins/Online/OnlineSubsystemSteam/Source/Private" });// This is dumb but it isn't very open
}
}
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "BlueprintDataDefinitions.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Online.h"
#include "OnlineSubsystem.h"
#include "Interfaces/OnlineFriendsInterface.h"
#include "Interfaces/OnlineUserInterface.h"
#include "Interfaces/OnlineMessageInterface.h"
#include "Interfaces/OnlinePresenceInterface.h"
#include "Engine/GameInstance.h"
#include "Interfaces/OnlineSessionInterface.h"
#include "BlueprintDataDefinitions.h"
#include "UObject/UObjectIterator.h"
// This is taken directly from UE4 - OnlineSubsystemSteamPrivatePCH.h as a fix for the array_count macro
// @todo Steam: Steam headers trigger secure-C-runtime warnings in Visual C++. Rather than mess with _CRT_SECURE_NO_WARNINGS, we'll just
// disable the warnings locally. Remove when this is fixed in the SDK
#ifdef _MSC_VER
#pragma warning(push)
#pragma warning(disable:4996)
// #TODO check back on this at some point
#pragma warning(disable:4265) // SteamAPI CCallback< specifically, this warning is off by default but 4.17 turned it on....
#endif
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
#pragma push_macro("ARRAY_COUNT")
#undef ARRAY_COUNT
#if USING_CODE_ANALYSIS
MSVC_PRAGMA(warning(push))
MSVC_PRAGMA(warning(disable : ALL_CODE_ANALYSIS_WARNINGS))
#endif // USING_CODE_ANALYSIS
#include <steam/steam_api.h>
#if USING_CODE_ANALYSIS
MSVC_PRAGMA(warning(pop))
#endif // USING_CODE_ANALYSIS
#include <steam/isteamapps.h>
#include <steam/isteamapplist.h>
//#include <OnlineSubsystemSteamTypes.h>
#pragma pop_macro("ARRAY_COUNT")
// @todo Steam: See above
#ifdef _MSC_VER
#pragma warning(pop)
#endif
// Making a copy of this here since the original is still in a private folder and is screwing with things
/**
* Steam specific implementation of the unique net id
*/
class FUniqueNetIdSteam2 :
public FUniqueNetId
{
PACKAGE_SCOPE:
/** Holds the net id for a player */
uint64 UniqueNetId;
/** Hidden on purpose */
FUniqueNetIdSteam2() :
UniqueNetId(0)
{
}
/**
* Copy Constructor
*
* @param Src the id to copy
*/
explicit FUniqueNetIdSteam2(const FUniqueNetIdSteam2& Src) :
UniqueNetId(Src.UniqueNetId)
{
}
public:
/**
* Constructs this object with the specified net id
*
* @param InUniqueNetId the id to set ours to
*/
explicit FUniqueNetIdSteam2(uint64 InUniqueNetId) :
UniqueNetId(InUniqueNetId)
{
}
/**
* Constructs this object with the steam id
*
* @param InUniqueNetId the id to set ours to
*/
explicit FUniqueNetIdSteam2(CSteamID InSteamId) :
UniqueNetId(InSteamId.ConvertToUint64())
{
}
/**
* Constructs this object with the specified net id
*
* @param String textual representation of an id
*/
explicit FUniqueNetIdSteam2(const FString& Str) :
UniqueNetId(FCString::Atoi64(*Str))
{
}
/**
* Constructs this object with the specified net id
*
* @param InUniqueNetId the id to set ours to (assumed to be FUniqueNetIdSteam in fact)
*/
explicit FUniqueNetIdSteam2(const FUniqueNetId& InUniqueNetId) :
UniqueNetId(*(uint64*)InUniqueNetId.GetBytes())
{
}
virtual FName GetType() const override
{
return STEAM_SUBSYSTEM;
}
/**
* Get the raw byte representation of this net id
* This data is platform dependent and shouldn't be manipulated directly
*
* @return byte array of size GetSize()
*/
virtual const uint8* GetBytes() const override
{
return (uint8*)&UniqueNetId;
}
/**
* Get the size of the id
*
* @return size in bytes of the id representation
*/
virtual int32 GetSize() const override
{
return sizeof(uint64);
}
/**
* Check the validity of the id
*
* @return true if this is a well formed ID, false otherwise
*/
virtual bool IsValid() const override
{
return UniqueNetId != 0 && CSteamID(UniqueNetId).IsValid();
}
/**
* Platform specific conversion to string representation of data
*
* @return data in string form
*/
virtual FString ToString() const override
{
return FString::Printf(TEXT("%llu"), UniqueNetId);
}
/**
* Get a human readable representation of the net id
* Shouldn't be used for anything other than logging/debugging
*
* @return id in string form
*/
virtual FString ToDebugString() const override
{
CSteamID SteamID(UniqueNetId);
if (SteamID.IsLobby())
{
return FString::Printf(TEXT("Lobby [0x%llX]"), UniqueNetId);
}
else if (SteamID.BAnonGameServerAccount())
{
return FString::Printf(TEXT("Server [0x%llX]"), UniqueNetId);
}
else if (SteamID.IsValid())
{
const FString NickName(SteamFriends() ? UTF8_TO_TCHAR(SteamFriends()->GetFriendPersonaName(UniqueNetId)) : TEXT("UNKNOWN"));
return FString::Printf(TEXT("%s [0x%llX]"), *NickName, UniqueNetId);
}
else
{
return FString::Printf(TEXT("INVALID [0x%llX]"), UniqueNetId);
}
}
virtual uint32 GetTypeHash() const override
{
return ::GetTypeHash(UniqueNetId);
}
/** Convenience cast to CSteamID */
operator CSteamID()
{
return UniqueNetId;
}
/** Convenience cast to CSteamID */
operator const CSteamID() const
{
return UniqueNetId;
}
/** Convenience cast to CSteamID pointer */
operator CSteamID*()
{
return (CSteamID*)&UniqueNetId;
}
/** Convenience cast to CSteamID pointer */
operator const CSteamID*() const
{
return (const CSteamID*)&UniqueNetId;
}
friend FArchive& operator<<(FArchive& Ar, FUniqueNetIdSteam2& UserId)
{
return Ar << UserId.UniqueNetId;
}
};
#endif
#include "AdvancedSteamFriendsLibrary.generated.h"
//General Advanced Sessions Log
DECLARE_LOG_CATEGORY_EXTERN(AdvancedSteamFriendsLog, Log, All);
UENUM(Blueprintable)
enum class SteamAvatarSize : uint8
{
SteamAvatar_INVALID = 0,
SteamAvatar_Small = 1,
SteamAvatar_Medium = 2,
SteamAvatar_Large = 3
};
UENUM(Blueprintable)
enum class ESteamUserOverlayType : uint8
{
/*Opens the overlay web browser to the specified user or groups profile.*/
steamid,
/*Opens a chat window to the specified user, or joins the group chat.*/
chat,
/*Opens a window to a Steam Trading session that was started with the ISteamEconomy / StartTrade Web API.*/
jointrade,
/*Opens the overlay web browser to the specified user's stats.*/
stats,
/*Opens the overlay web browser to the specified user's achievements.*/
achievements,
/*Opens the overlay in minimal mode prompting the user to add the target user as a friend.*/
friendadd,
/*Opens the overlay in minimal mode prompting the user to remove the target friend.*/
friendremove,
/*Opens the overlay in minimal mode prompting the user to accept an incoming friend invite.*/
friendrequestaccept,
/*Opens the overlay in minimal mode prompting the user to ignore an incoming friend invite.*/
friendrequestignore,
/*Opens the invite overlay, invitations sent from this dialog will be for the provided lobby*/
invitetolobby
};
static FString EnumToString(const FString& enumName, uint8 value)
{
const UEnum* EnumPtr = FindFirstObject<UEnum>(*enumName, EFindFirstObjectOptions::None, ELogVerbosity::Warning, TEXT("EumtoString"));
if (!EnumPtr)
return FString();
FString EnumName = EnumPtr->GetNameStringByIndex(value);
return EnumName;
}
USTRUCT(BlueprintType, Category = "Online|SteamAPI|SteamGroups")
struct FBPSteamGroupInfo
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
FBPUniqueNetId GroupID; // Uint64 representation
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
FString GroupName;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
FString GroupTag;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
int32 numOnline = 0;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
int32 numInGame = 0;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
int32 numChatting = 0;
};
UENUM(Blueprintable)
enum class EBPTextFilteringContext : uint8
{
/*Unknown context.*/
FContext_Unknown = 0,
/*Game content, only legally required filtering is performed.*/
FContext_GameContent = 1,
/*Char from another player.*/
FContext_Chat = 2,
/*Character or item name.*/
FContext_Name = 3
};
UCLASS()
class UAdvancedSteamFriendsLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
//********* Friend List Functions *************//
// Get a texture of a valid friends avatar, STEAM ONLY, Returns invalid texture if the subsystem hasn't loaded that size of avatar yet
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI", meta = (ExpandEnumAsExecs = "Result"))
static UTexture2D * GetSteamFriendAvatar(const FBPUniqueNetId UniqueNetId, EBlueprintAsyncResultSwitch &Result, SteamAvatarSize AvatarSize = SteamAvatarSize::SteamAvatar_Medium);
// Preloads the avatar and name of a steam friend, return whether it is already available or not, STEAM ONLY, Takes time to actually load everything after this is called.
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
static bool RequestSteamFriendInfo(const FBPUniqueNetId UniqueNetId, bool bRequireNameOnly = false);
// Opens the steam overlay to go to the specified user dialog
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
static bool OpenSteamUserOverlay(const FBPUniqueNetId UniqueNetId, ESteamUserOverlayType DialogType);
// Returns if the steam overlay is currently active (this can return false during initial overlay hooking)
UFUNCTION(BlueprintPure, Category = "Online|AdvancedFriends|SteamAPI")
static bool IsOverlayEnabled();
// Gets the level of a friends steam account, STEAM ONLY, Returns -1 if the steam level is not known, might need RequestSteamFriendInfo called first.
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
static int32 GetFriendSteamLevel(const FBPUniqueNetId UniqueNetId);
// Gets the persona name of a steam ID, STEAM ONLY, Returns empty if no result, might need RequestSteamFriendInfo called first.
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
static FString GetSteamPersonaName(const FBPUniqueNetId UniqueNetId);
// Creates a unique steam id directly from a string holding a uint64 value, useful for testing
UFUNCTION(BlueprintPure, Category = "Online|AdvancedFriends|SteamAPI")
static FBPUniqueNetId CreateSteamIDFromString(const FString SteamID64);
// Retreives the local steam ID from steam
UFUNCTION(BlueprintPure, Category = "Online|AdvancedFriends|SteamAPI")
static FBPUniqueNetId GetLocalSteamIDFromSteam();
/* Gets the current game played by a friend - AppID is int32 even though steam ids are uint32, can't be helped in blueprint currently
* can use the AppID with the WebAPI GetAppList request.
*/
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI", meta = (ExpandEnumAsExecs = "Result"))
static void GetSteamFriendGamePlayed(const FBPUniqueNetId UniqueNetId, EBlueprintResultSwitch &Result/*, FString & GameName*/, int32 & AppID);
// Get a full list of steam groups
UFUNCTION(BlueprintCallable, Category = "Online|SteamAPI|SteamGroups")
static void GetSteamGroups(TArray<FBPSteamGroupInfo> & SteamGroups);
// Initializes text filtering (pre-loading dictonaries)
// Returns if it succeeded, false if filtering is unavailable for the games language
UFUNCTION(BlueprintCallable, Category = "Online|SteamAPI|TextFiltering")
static bool InitTextFiltering();
// Attempts to filter a string with the given filtering context
// Returns true if the text has been filtered, false if it hasn't (no filtering required or operation failed)
// If false it will still output the original text
// Textsource is the steam id that is the source of the text (player name / chat)
// Requires that InitTextFiltering be called first!!
UFUNCTION(BlueprintCallable, Category = "Online|SteamAPI|TextFiltering")
static bool FilterText(FString TextToFilter, EBPTextFilteringContext Context, const FBPUniqueNetId TextSourceID, FString& FilteredText);
// Returns if steam is running in big picture mode
UFUNCTION(BlueprintPure, Category = "Online|SteamAPI")
static bool IsSteamInBigPictureMode();
};

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#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
class AdvancedSteamSessions : public IModuleInterface
{
public:
/** IModuleInterface implementation */
void StartupModule();
void ShutdownModule();
};

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "BlueprintDataDefinitions.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Online.h"
#include "OnlineSubsystem.h"
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
#include "steam/isteamugc.h"
#include "steam/isteamremotestorage.h"
#endif
#include "Interfaces/OnlineSessionInterface.h"
// @todo Steam: Steam headers trigger secure-C-runtime warnings in Visual C++. Rather than mess with _CRT_SECURE_NO_WARNINGS, we'll just
// disable the warnings locally. Remove when this is fixed in the SDK
#ifdef _MSC_VER
#pragma warning(push)
#pragma warning(disable:4996)
// #TODO check back on this at some point
#pragma warning(disable:4265) // SteamAPI CCallback< specifically, this warning is off by default but 4.17 turned it on....
#endif
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
#pragma push_macro("ARRAY_COUNT")
#undef ARRAY_COUNT
#if USING_CODE_ANALYSIS
MSVC_PRAGMA(warning(push))
MSVC_PRAGMA(warning(disable : ALL_CODE_ANALYSIS_WARNINGS))
#endif // USING_CODE_ANALYSIS
#include <steam/steam_api.h>
#if USING_CODE_ANALYSIS
MSVC_PRAGMA(warning(pop))
#endif // USING_CODE_ANALYSIS
#pragma pop_macro("ARRAY_COUNT")
#endif
// @todo Steam: See above
#ifdef _MSC_VER
#pragma warning(pop)
#endif
#include "AdvancedSteamWorkshopLibrary.generated.h"
//General Advanced Sessions Log
DECLARE_LOG_CATEGORY_EXTERN(AdvancedSteamWorkshopLog, Log, All);
// Using a custom struct because uint32 isn't blueprint supported and I don't want to cast to int32
// due to the size of the workshop it could end up overflowing?
USTRUCT(BlueprintType)
struct FBPSteamWorkshopID
{
GENERATED_USTRUCT_BODY()
public:
uint64 SteamWorkshopID;
FBPSteamWorkshopID()
{
}
FBPSteamWorkshopID(uint64 ID)
{
SteamWorkshopID = ID;
}
};
// General result codes - Copying steams version over
// Check these to future proof
UENUM(BlueprintType)
enum class FBPSteamResult : uint8
{
K_EResultInvalid = 0,
k_EResultOK = 1, // success
k_EResultFail = 2, // generic failure
k_EResultNoConnection = 3, // no/failed network connection
// k_EResultNoConnectionRetry = 4, // OBSOLETE - removed
k_EResultInvalidPassword = 5, // password/ticket is invalid
k_EResultLoggedInElsewhere = 6, // same user logged in elsewhere
k_EResultInvalidProtocolVer = 7, // protocol version is incorrect
k_EResultInvalidParam = 8, // a parameter is incorrect
k_EResultFileNotFound = 9, // file was not found
k_EResultBusy = 10, // called method busy - action not taken
k_EResultInvalidState = 11, // called object was in an invalid state
k_EResultInvalidName = 12, // name is invalid
k_EResultInvalidEmail = 13, // email is invalid
k_EResultDuplicateName = 14, // name is not unique
k_EResultAccessDenied = 15, // access is denied
k_EResultTimeout = 16, // operation timed out
k_EResultBanned = 17, // VAC2 banned
k_EResultAccountNotFound = 18, // account not found
k_EResultInvalidSteamID = 19, // steamID is invalid
k_EResultServiceUnavailable = 20, // The requested service is currently unavailable
k_EResultNotLoggedOn = 21, // The user is not logged on
k_EResultPending = 22, // Request is pending (may be in process, or waiting on third party)
k_EResultEncryptionFailure = 23, // Encryption or Decryption failed
k_EResultInsufficientPrivilege = 24, // Insufficient privilege
k_EResultLimitExceeded = 25, // Too much of a good thing
k_EResultRevoked = 26, // Access has been revoked (used for revoked guest passes)
k_EResultExpired = 27, // License/Guest pass the user is trying to access is expired
k_EResultAlreadyRedeemed = 28, // Guest pass has already been redeemed by account, cannot be acked again
k_EResultDuplicateRequest = 29, // The request is a duplicate and the action has already occurred in the past, ignored this time
k_EResultAlreadyOwned = 30, // All the games in this guest pass redemption request are already owned by the user
k_EResultIPNotFound = 31, // IP address not found
k_EResultPersistFailed = 32, // failed to write change to the data store
k_EResultLockingFailed = 33, // failed to acquire access lock for this operation
k_EResultLogonSessionReplaced = 34,
k_EResultConnectFailed = 35,
k_EResultHandshakeFailed = 36,
k_EResultIOFailure = 37,
k_EResultRemoteDisconnect = 38,
k_EResultShoppingCartNotFound = 39, // failed to find the shopping cart requested
k_EResultBlocked = 40, // a user didn't allow it
k_EResultIgnored = 41, // target is ignoring sender
k_EResultNoMatch = 42, // nothing matching the request found
k_EResultAccountDisabled = 43,
k_EResultServiceReadOnly = 44, // this service is not accepting content changes right now
k_EResultAccountNotFeatured = 45, // account doesn't have value, so this feature isn't available
k_EResultAdministratorOK = 46, // allowed to take this action, but only because requester is admin
k_EResultContentVersion = 47, // A Version mismatch in content transmitted within the Steam protocol.
k_EResultTryAnotherCM = 48, // The current CM can't service the user making a request, user should try another.
k_EResultPasswordRequiredToKickSession = 49,// You are already logged in elsewhere, this cached credential login has failed.
k_EResultAlreadyLoggedInElsewhere = 50, // You are already logged in elsewhere, you must wait
k_EResultSuspended = 51, // Long running operation (content download) suspended/paused
k_EResultCancelled = 52, // Operation canceled (typically by user: content download)
k_EResultDataCorruption = 53, // Operation canceled because data is ill formed or unrecoverable
k_EResultDiskFull = 54, // Operation canceled - not enough disk space.
k_EResultRemoteCallFailed = 55, // an remote call or IPC call failed
k_EResultPasswordUnset = 56, // Password could not be verified as it's unset server side
k_EResultExternalAccountUnlinked = 57, // External account (PSN, Facebook...) is not linked to a Steam account
k_EResultPSNTicketInvalid = 58, // PSN ticket was invalid
k_EResultExternalAccountAlreadyLinked = 59, // External account (PSN, Facebook...) is already linked to some other account, must explicitly request to replace/delete the link first
k_EResultRemoteFileConflict = 60, // The sync cannot resume due to a conflict between the local and remote files
k_EResultIllegalPassword = 61, // The requested new password is not legal
k_EResultSameAsPreviousValue = 62, // new value is the same as the old one ( secret question and answer )
k_EResultAccountLogonDenied = 63, // account login denied due to 2nd factor authentication failure
k_EResultCannotUseOldPassword = 64, // The requested new password is not legal
k_EResultInvalidLoginAuthCode = 65, // account login denied due to auth code invalid
k_EResultAccountLogonDeniedNoMail = 66, // account login denied due to 2nd factor auth failure - and no mail has been sent
k_EResultHardwareNotCapableOfIPT = 67, //
k_EResultIPTInitError = 68, //
k_EResultParentalControlRestricted = 69, // operation failed due to parental control restrictions for current user
k_EResultFacebookQueryError = 70, // Facebook query returned an error
k_EResultExpiredLoginAuthCode = 71, // account login denied due to auth code expired
k_EResultIPLoginRestrictionFailed = 72,
k_EResultAccountLockedDown = 73,
k_EResultAccountLogonDeniedVerifiedEmailRequired = 74,
k_EResultNoMatchingURL = 75,
k_EResultBadResponse = 76, // parse failure, missing field, etc.
k_EResultRequirePasswordReEntry = 77, // The user cannot complete the action until they re-enter their password
k_EResultValueOutOfRange = 78, // the value entered is outside the acceptable range
k_EResultUnexpectedError = 79, // something happened that we didn't expect to ever happen
k_EResultDisabled = 80, // The requested service has been configured to be unavailable
k_EResultInvalidCEGSubmission = 81, // The set of files submitted to the CEG server are not valid !
k_EResultRestrictedDevice = 82, // The device being used is not allowed to perform this action
k_EResultRegionLocked = 83, // The action could not be complete because it is region restricted
k_EResultRateLimitExceeded = 84, // Temporary rate limit exceeded, try again later, different from k_EResultLimitExceeded which may be permanent
k_EResultAccountLoginDeniedNeedTwoFactor = 85, // Need two-factor code to login
k_EResultItemDeleted = 86, // The thing we're trying to access has been deleted
k_EResultAccountLoginDeniedThrottle = 87, // login attempt failed, try to throttle response to possible attacker
k_EResultTwoFactorCodeMismatch = 88, // two factor code mismatch
k_EResultTwoFactorActivationCodeMismatch = 89, // activation code for two-factor didn't match
k_EResultAccountAssociatedToMultiplePartners = 90, // account has been associated with multiple partners
k_EResultNotModified = 91, // data not modified
};
// Check these to future proof
UENUM(BlueprintType)
enum class FBPWorkshopFileType : uint8
{
k_EWorkshopFileTypeCommunity = 0,
k_EWorkshopFileTypeMicrotransaction = 1,
k_EWorkshopFileTypeCollection = 2,
k_EWorkshopFileTypeArt = 3,
k_EWorkshopFileTypeVideo = 4,
k_EWorkshopFileTypeScreenshot = 5,
k_EWorkshopFileTypeGame = 6,
k_EWorkshopFileTypeSoftware = 7,
k_EWorkshopFileTypeConcept = 8,
k_EWorkshopFileTypeWebGuide = 9,
k_EWorkshopFileTypeIntegratedGuide = 10,
k_EWorkshopFileTypeMerch = 11,
k_EWorkshopFileTypeControllerBinding = 12,
k_EWorkshopFileTypeSteamworksAccessInvite = 13,
k_EWorkshopFileTypeSteamVideo = 14,
// Update k_EWorkshopFileTypeMax if you add values.
k_EWorkshopFileTypeMax = 15
};
// WorkshopItemDetails Struct
USTRUCT(BlueprintType)
struct FBPSteamWorkshopItemDetails
{
GENERATED_USTRUCT_BODY()
public:
FBPSteamWorkshopItemDetails()
{
ResultOfRequest = FBPSteamResult::k_EResultOK;
FileType = FBPWorkshopFileType::k_EWorkshopFileTypeMax;
CreatorAppID = 0;
ConsumerAppID = 0;
VotesUp = 0;
VotesDown = 0;
CalculatedScore = 0.f;
bBanned = false;
bAcceptedForUse = false;
bTagsTruncated = false;
}
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
FBPSteamWorkshopItemDetails(SteamUGCDetails_t &hUGCDetails)
{
ResultOfRequest = (FBPSteamResult)hUGCDetails.m_eResult;
FileType = (FBPWorkshopFileType)hUGCDetails.m_eFileType;
CreatorAppID = (int32)hUGCDetails.m_nCreatorAppID;
ConsumerAppID = (int32)hUGCDetails.m_nConsumerAppID;
Title = FString(hUGCDetails.m_rgchTitle, k_cchPublishedDocumentTitleMax);
Description = FString(hUGCDetails.m_rgchDescription, k_cchPublishedDocumentDescriptionMax);
ItemUrl = FString(hUGCDetails.m_rgchURL, k_cchPublishedFileURLMax);
VotesUp = (int32)hUGCDetails.m_unVotesUp;
VotesDown = (int32)hUGCDetails.m_unVotesDown;
CalculatedScore = hUGCDetails.m_flScore;
bBanned = hUGCDetails.m_bBanned;
bAcceptedForUse = hUGCDetails.m_bAcceptedForUse;
bTagsTruncated = hUGCDetails.m_bTagsTruncated;
CreatorSteamID = FString::Printf(TEXT("%llu"), hUGCDetails.m_ulSteamIDOwner);
}
FBPSteamWorkshopItemDetails(const SteamUGCDetails_t &hUGCDetails)
{
ResultOfRequest = (FBPSteamResult)hUGCDetails.m_eResult;
FileType = (FBPWorkshopFileType)hUGCDetails.m_eFileType;
CreatorAppID = (int32)hUGCDetails.m_nCreatorAppID;
ConsumerAppID = (int32)hUGCDetails.m_nConsumerAppID;
Title = FString(hUGCDetails.m_rgchTitle, k_cchPublishedDocumentTitleMax);
Description = FString(hUGCDetails.m_rgchDescription, k_cchPublishedDocumentDescriptionMax);
ItemUrl = FString(hUGCDetails.m_rgchURL, k_cchPublishedFileURLMax);
VotesUp = (int32)hUGCDetails.m_unVotesUp;
VotesDown = (int32)hUGCDetails.m_unVotesDown;
CalculatedScore = hUGCDetails.m_flScore;
bBanned = hUGCDetails.m_bBanned;
bAcceptedForUse = hUGCDetails.m_bAcceptedForUse;
bTagsTruncated = hUGCDetails.m_bTagsTruncated;
CreatorSteamID = FString::Printf(TEXT("%llu"), hUGCDetails.m_ulSteamIDOwner);
}
#endif
// Result of obtaining the details
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
FBPSteamResult ResultOfRequest;
// Type of file
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
FBPWorkshopFileType FileType;
// These two are listed as baked to an int, but is stored as a uint, think its safe to keep int
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
int32 CreatorAppID;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
int32 ConsumerAppID;
// Title of item
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
FString Title;
// Description of item
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
FString Description;
//Url for a video of website
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
FString ItemUrl;
// Votes will be unlikely to go above signed limited
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
int32 VotesUp;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
int32 VotesDown;
// Calculated score
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
float CalculatedScore;
// whether the file was banned
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
bool bBanned;
// developer has specifically flagged this item as accepted in the Workshop
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
bool bAcceptedForUse;
// whether the list of tags was too long to be returned in the provided buffer
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
bool bTagsTruncated;
// Steam ID of the user who created this content.
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
FString CreatorSteamID;
/*
PublishedFileId_t m_nPublishedFileId;
uint32 m_rtimeCreated; // time when the published file was created
uint32 m_rtimeUpdated; // time when the published file was last updated
uint32 m_rtimeAddedToUserList; // time when the user added the published file to their list (not always applicable)
ERemoteStoragePublishedFileVisibility m_eVisibility; // visibility
char m_rgchTags[k_cchTagListMax]; // comma separated list of all tags associated with this file
// file/url information
UGCHandle_t m_hFile; // The handle of the primary file
UGCHandle_t m_hPreviewFile; // The handle of the preview file
char m_pchFileName[k_cchFilenameMax]; // The cloud filename of the primary file
int32 m_nFileSize; // Size of the primary file
int32 m_nPreviewFileSize; // Size of the preview file
uint32 m_unNumChildren; // if m_eFileType == k_EWorkshopFileTypeCollection, then this number will be the number of children contained within the collection
*/
};
UCLASS()
class UAdvancedSteamWorkshopLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
//********* Steam Functions *************//
// Returns IDs for subscribed workshop items, TArray length dictates how many
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSteamWorkshop")
static TArray<FBPSteamWorkshopID> GetSubscribedWorkshopItems(int32 & NumberOfItems);
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSteamWorkshop")
static void GetNumSubscribedWorkshopItems(int32 & NumberOfItems);
};

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@ -1,87 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Subsystems/GameInstanceSubsystem.h"
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
#include <steam/steam_api.h>
#endif
#include "SteamNotificationsSubsystem.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnSteamOverlayActivated, bool, bOverlayState);
UCLASS()
class ADVANCEDSTEAMSESSIONS_API USteamNotificationsSubsystem : public UGameInstanceSubsystem
{
GENERATED_BODY()
public:
// Event thrown when the steam overlay switches states
UPROPERTY(BlueprintAssignable, Category = "SteamEvents")
FOnSteamOverlayActivated OnSteamOverlayActivated_Bind;
USteamNotificationsSubsystem() : Super()
{
}
class cSteamEventsStore
{
public:
USteamNotificationsSubsystem* ParentSubsystem = nullptr;
void Initialize(USteamNotificationsSubsystem* MyParent)
{
ParentSubsystem = MyParent;
}
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
cSteamEventsStore() :
OnExternalUITriggeredCallback(this, &cSteamEventsStore::OnExternalUITriggered)
{
}
#else
//cSteamEventsStore()
//{
//}
#endif
//~cSteamEventsStore(){}
private:
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
STEAM_CALLBACK(cSteamEventsStore, OnExternalUITriggered, GameOverlayActivated_t, OnExternalUITriggeredCallback);
#endif
};
cSteamEventsStore MyEvents;
/** Implement this for initialization of instances of the system */
virtual void Initialize(FSubsystemCollectionBase& Collection) override
{
MyEvents.Initialize(this);
}
/** Implement this for deinitialization of instances of the system */
virtual void Deinitialize() override
{
}
};
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
void USteamNotificationsSubsystem::cSteamEventsStore::OnExternalUITriggered(GameOverlayActivated_t* CallbackData)
{
if (ParentSubsystem)
{
ParentSubsystem->OnSteamOverlayActivated_Bind.Broadcast((bool)CallbackData->m_bActive);
}
}
#endif

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@ -1,100 +0,0 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "BlueprintDataDefinitions.h"
// This is taken directly from UE4 - OnlineSubsystemSteamPrivatePCH.h as a fix for the array_count macro
// @todo Steam: Steam headers trigger secure-C-runtime warnings in Visual C++. Rather than mess with _CRT_SECURE_NO_WARNINGS, we'll just
// disable the warnings locally. Remove when this is fixed in the SDK
#ifdef _MSC_VER
#pragma warning(push)
#pragma warning(disable:4996)
// #TODO check back on this at some point
#pragma warning(disable:4265) // SteamAPI CCallback< specifically, this warning is off by default but 4.17 turned it on....
#endif
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
//#include "OnlineSubsystemSteam.h"
#pragma push_macro("ARRAY_COUNT")
#undef ARRAY_COUNT
#if USING_CODE_ANALYSIS
MSVC_PRAGMA(warning(push))
MSVC_PRAGMA(warning(disable : ALL_CODE_ANALYSIS_WARNINGS))
#endif // USING_CODE_ANALYSIS
#include <steam/steam_api.h>
#if USING_CODE_ANALYSIS
MSVC_PRAGMA(warning(pop))
#endif // USING_CODE_ANALYSIS
#pragma pop_macro("ARRAY_COUNT")
#endif
// @todo Steam: See above
#ifdef _MSC_VER
#pragma warning(pop)
#endif
#include "SteamRequestGroupOfficersCallbackProxy.generated.h"
USTRUCT(BlueprintType, Category = "Online|SteamAPI|SteamGroups")
struct FBPSteamGroupOfficer
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
FBPUniqueNetId OfficerUniqueNetID; // Uint64 representation
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
bool bIsOwner = false;
};
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBlueprintGroupOfficerDetailsDelegate, const TArray<FBPSteamGroupOfficer> &, OfficerList);
UCLASS(MinimalAPI)
class USteamRequestGroupOfficersCallbackProxy : public UOnlineBlueprintCallProxyBase
{
GENERATED_UCLASS_BODY()
virtual ~USteamRequestGroupOfficersCallbackProxy();
// Called when there is a successful results return
UPROPERTY(BlueprintAssignable)
FBlueprintGroupOfficerDetailsDelegate OnSuccess;
// Called when there is an unsuccessful results return
UPROPERTY(BlueprintAssignable)
FBlueprintGroupOfficerDetailsDelegate OnFailure;
// Returns a list of steam group officers
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|SteamAPI|SteamGroups")
static USteamRequestGroupOfficersCallbackProxy* GetSteamGroupOfficerList(UObject* WorldContextObject, FBPUniqueNetId GroupUniqueNetID);
// UOnlineBlueprintCallProxyBase interface
virtual void Activate() override;
// End of UOnlineBlueprintCallProxyBase interface
private:
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
void OnRequestGroupOfficerDetails( ClanOfficerListResponse_t *pResult, bool bIOFailure);
CCallResult<USteamRequestGroupOfficersCallbackProxy, ClanOfficerListResponse_t> m_callResultGroupOfficerRequestDetails;
#endif
private:
FBPUniqueNetId GroupUniqueID;
UObject* WorldContextObject;
};

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AdvancedSteamWorkshopLibrary.h"
#include "BlueprintDataDefinitions.h"
// This is taken directly from UE4 - OnlineSubsystemSteamPrivatePCH.h as a fix for the array_count macro
// @todo Steam: Steam headers trigger secure-C-runtime warnings in Visual C++. Rather than mess with _CRT_SECURE_NO_WARNINGS, we'll just
// disable the warnings locally. Remove when this is fixed in the SDK
#ifdef _MSC_VER
#pragma warning(push)
#pragma warning(disable:4996)
// #TODO check back on this at some point
#pragma warning(disable:4265) // SteamAPI CCallback< specifically, this warning is off by default but 4.17 turned it on....
#endif
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
//#include "OnlineSubsystemSteam.h"
#pragma push_macro("ARRAY_COUNT")
#undef ARRAY_COUNT
#if USING_CODE_ANALYSIS
MSVC_PRAGMA(warning(push))
MSVC_PRAGMA(warning(disable : ALL_CODE_ANALYSIS_WARNINGS))
#endif // USING_CODE_ANALYSIS
#include <steam/steam_api.h>
#if USING_CODE_ANALYSIS
MSVC_PRAGMA(warning(pop))
#endif // USING_CODE_ANALYSIS
#pragma pop_macro("ARRAY_COUNT")
#endif
// @todo Steam: See above
#ifdef _MSC_VER
#pragma warning(pop)
#endif
#include "SteamWSRequestUGCDetailsCallbackProxy.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBlueprintWorkshopDetailsDelegate, const FBPSteamWorkshopItemDetails&, WorkShopDetails);
UCLASS(MinimalAPI)
class USteamWSRequestUGCDetailsCallbackProxy : public UOnlineBlueprintCallProxyBase
{
GENERATED_UCLASS_BODY()
// Called when there is a successful results return
UPROPERTY(BlueprintAssignable)
FBlueprintWorkshopDetailsDelegate OnSuccess;
// Called when there is an unsuccessful results return
UPROPERTY(BlueprintAssignable)
FBlueprintWorkshopDetailsDelegate OnFailure;
// Ends the current session
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedSteamWorkshop")
static USteamWSRequestUGCDetailsCallbackProxy* GetWorkshopItemDetails(UObject* WorldContextObject, FBPSteamWorkshopID WorkShopID);
// UOnlineBlueprintCallProxyBase interface
virtual void Activate() override;
// End of UOnlineBlueprintCallProxyBase interface
private:
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
// Internal callback when the operation completes, calls out to the public success/failure callbacks
void OnUGCRequestUGCDetails(SteamUGCQueryCompleted_t *pResult, bool bIOFailure);
CCallResult<USteamWSRequestUGCDetailsCallbackProxy, SteamUGCQueryCompleted_t> m_callResultUGCRequestDetails;
#endif
private:
FBPSteamWorkshopID WorkShopID;
UObject* WorldContextObject;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "AdvancedSteamFriendsLibrary.h"
#include "OnlineSubSystemHeader.h"
//General Log
DEFINE_LOG_CATEGORY(AdvancedSteamFriendsLog);
// Clan functions, add in soon
/*int32 UAdvancedSteamFriendsLibrary::GetFriendSteamLevel(const FBPUniqueNetId UniqueNetId)
{
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM)
{
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("IsAFriend Had a bad UniqueNetId!"));
return 0;
}
if (SteamAPI_Init())
{
uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes());
// clan (group) iteration and access functions
//virtual int GetClanCount() = 0;
//virtual CSteamID GetClanByIndex(int iClan) = 0;
//virtual const char *GetClanName(CSteamID steamIDClan) = 0;
//virtual const char *GetClanTag(CSteamID steamIDClan) = 0;
// returns the most recent information we have about what's happening in a clan
//virtual bool GetClanActivityCounts(CSteamID steamIDClan, int *pnOnline, int *pnInGame, int *pnChatting) = 0;
// for clans a user is a member of, they will have reasonably up-to-date information, but for others you'll have to download the info to have the latest
//virtual SteamAPICall_t DownloadClanActivityCounts(ARRAY_COUNT(cClansToRequest) CSteamID *psteamIDClans, int cClansToRequest) = 0;
// requests information about a clan officer list
// when complete, data is returned in ClanOfficerListResponse_t call result
// this makes available the calls below
// you can only ask about clans that a user is a member of
// note that this won't download avatars automatically; if you get an officer,
// and no avatar image is available, call RequestUserInformation( steamID, false ) to download the avatar
//virtual SteamAPICall_t RequestClanOfficerList(CSteamID steamIDClan) = 0;
// returns the steamID of the clan owner
//virtual CSteamID GetClanOwner(CSteamID steamIDClan) = 0;
// returns the number of officers in a clan (including the owner)
//virtual int GetClanOfficerCount(CSteamID steamIDClan) = 0;
// returns the steamID of a clan officer, by index, of range [0,GetClanOfficerCount)
//virtual CSteamID GetClanOfficerByIndex(CSteamID steamIDClan, int iOfficer) = 0;
return SteamFriends()->GetFriendSteamLevel(id);
}
#endif
return 0;
}*/
void UAdvancedSteamFriendsLibrary::GetSteamGroups(TArray<FBPSteamGroupInfo> & SteamGroups)
{
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
if (SteamAPI_Init())
{
int numClans = SteamFriends()->GetClanCount();
for (int i = 0; i < numClans; i++)
{
CSteamID SteamGroupID = SteamFriends()->GetClanByIndex(i);
if(!SteamGroupID.IsValid())
continue;
FBPSteamGroupInfo GroupInfo;
TSharedPtr<const FUniqueNetId> ValueID(new const FUniqueNetIdSteam2(SteamGroupID));
GroupInfo.GroupID.SetUniqueNetId(ValueID);
SteamFriends()->GetClanActivityCounts(SteamGroupID, &GroupInfo.numOnline, &GroupInfo.numInGame, &GroupInfo.numChatting);
GroupInfo.GroupName = FString(UTF8_TO_TCHAR(SteamFriends()->GetClanName(SteamGroupID)));
GroupInfo.GroupTag = FString(UTF8_TO_TCHAR(SteamFriends()->GetClanTag(SteamGroupID)));
SteamGroups.Add(GroupInfo);
}
}
#endif
}
void UAdvancedSteamFriendsLibrary::GetSteamFriendGamePlayed(const FBPUniqueNetId UniqueNetId, EBlueprintResultSwitch &Result/*, FString & GameName*/, int32 & AppID)
{
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM)
{
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("GetSteamFriendGamePlayed Had a bad UniqueNetId!"));
Result = EBlueprintResultSwitch::OnFailure;
return;
}
if (SteamAPI_Init())
{
uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes());
FriendGameInfo_t GameInfo;
bool bIsInGame = SteamFriends()->GetFriendGamePlayed(id, &GameInfo);
if (bIsInGame && GameInfo.m_gameID.IsValid())
{
AppID = GameInfo.m_gameID.AppID();
// Forgot this test and left it in, it is incorrect, you would need restricted access
// And it would only find games in the local library anyway
/*char NameBuffer[512];
int Len = SteamAppList()->GetAppName(GameInfo.m_gameID.AppID(), NameBuffer, 512);
if (Len != -1) // Invalid
{
GameName = FString(UTF8_TO_TCHAR(NameBuffer));
}*/
Result = EBlueprintResultSwitch::OnSuccess;
return;
}
}
#endif
Result = EBlueprintResultSwitch::OnFailure;
}
int32 UAdvancedSteamFriendsLibrary::GetFriendSteamLevel(const FBPUniqueNetId UniqueNetId)
{
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM)
{
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("IsAFriend Had a bad UniqueNetId!"));
return 0;
}
if (SteamAPI_Init())
{
uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes());
return SteamFriends()->GetFriendSteamLevel(id);
}
#endif
return 0;
}
FString UAdvancedSteamFriendsLibrary::GetSteamPersonaName(const FBPUniqueNetId UniqueNetId)
{
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM)
{
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("GetSteamPersonaName Had a bad UniqueNetId!"));
return FString(TEXT(""));
}
if (SteamAPI_Init())
{
uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes());
const char* PersonaName = SteamFriends()->GetFriendPersonaName(id);
return FString(UTF8_TO_TCHAR(PersonaName));
}
#endif
return FString(TEXT(""));
}
FBPUniqueNetId UAdvancedSteamFriendsLibrary::CreateSteamIDFromString(const FString SteamID64)
{
FBPUniqueNetId netId;
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
if (!(SteamID64.Len() > 0))
{
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("CreateSteamIDFromString Had a bad UniqueNetId!"));
return netId;
}
if (SteamAPI_Init())
{
// Already does the conversion
TSharedPtr<const FUniqueNetId> ValueID(new const FUniqueNetIdSteam2(SteamID64));
//FCString::Atoi64(*SteamID64));
netId.SetUniqueNetId(ValueID);
return netId;
}
#endif
return netId;
}
FBPUniqueNetId UAdvancedSteamFriendsLibrary::GetLocalSteamIDFromSteam()
{
FBPUniqueNetId netId;
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
if (SteamAPI_Init())
{
TSharedPtr<const FUniqueNetId> SteamID(new const FUniqueNetIdSteam2(SteamUser()->GetSteamID()));
netId.SetUniqueNetId(SteamID);
}
#endif
return netId;
}
bool UAdvancedSteamFriendsLibrary::RequestSteamFriendInfo(const FBPUniqueNetId UniqueNetId, bool bRequireNameOnly)
{
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM)
{
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("RequestSteamFriendInfo Had a bad UniqueNetId!"));
return false;
}
if (SteamAPI_Init())
{
uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes());
return !SteamFriends()->RequestUserInformation(id, bRequireNameOnly);
}
#endif
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("RequestSteamFriendInfo Couldn't init steamAPI!"));
return false;
}
bool UAdvancedSteamFriendsLibrary::OpenSteamUserOverlay(const FBPUniqueNetId UniqueNetId, ESteamUserOverlayType DialogType)
{
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM)
{
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("OpenSteamUserOverlay Had a bad UniqueNetId!"));
return false;
}
if (SteamAPI_Init())
{
uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes());
if (DialogType == ESteamUserOverlayType::invitetolobby)
{
SteamFriends()->ActivateGameOverlayInviteDialog(id);
}
else
{
FString DialogName = EnumToString("ESteamUserOverlayType", (uint8)DialogType);
SteamFriends()->ActivateGameOverlayToUser(TCHAR_TO_ANSI(*DialogName), id);
}
return true;
}
#endif
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("OpenSteamUserOverlay Couldn't init steamAPI!"));
return false;
}
bool UAdvancedSteamFriendsLibrary::IsOverlayEnabled()
{
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
if (SteamAPI_Init())
{
return SteamUtils()->IsOverlayEnabled();
}
#endif
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("OpenSteamUserOverlay Couldn't init steamAPI!"));
return false;
}
UTexture2D * UAdvancedSteamFriendsLibrary::GetSteamFriendAvatar(const FBPUniqueNetId UniqueNetId, EBlueprintAsyncResultSwitch &Result, SteamAvatarSize AvatarSize)
{
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM)
{
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("GetSteamFriendAvatar Had a bad UniqueNetId!"));
Result = EBlueprintAsyncResultSwitch::OnFailure;
return nullptr;
}
uint32 Width = 0;
uint32 Height = 0;
if (SteamAPI_Init())
{
//Getting the PictureID from the SteamAPI and getting the Size with the ID
//virtual bool RequestUserInformation( CSteamID steamIDUser, bool bRequireNameOnly ) = 0;
uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes());
int Picture = 0;
switch(AvatarSize)
{
case SteamAvatarSize::SteamAvatar_Small: Picture = SteamFriends()->GetSmallFriendAvatar(id); break;
case SteamAvatarSize::SteamAvatar_Medium: Picture = SteamFriends()->GetMediumFriendAvatar(id); break;
case SteamAvatarSize::SteamAvatar_Large: Picture = SteamFriends()->GetLargeFriendAvatar(id); break;
default: break;
}
if (Picture == -1)
{
Result = EBlueprintAsyncResultSwitch::AsyncLoading;
return NULL;
}
SteamUtils()->GetImageSize(Picture, &Width, &Height);
// STOLEN FROM ANSWERHUB :p, then fixed because answerhub wasn't releasing the memory O.o
// Also fixed image pixel format and switched to a memcpy instead of manual iteration.
// At some point I should probably reply to that answerhub post with these fixes to prevent people killing their games.....
if (Width > 0 && Height > 0)
{
//Creating the buffer "oAvatarRGBA" and then filling it with the RGBA Stream from the Steam Avatar
uint8 *oAvatarRGBA = new uint8[Width * Height * 4];
//Filling the buffer with the RGBA Stream from the Steam Avatar and creating a UTextur2D to parse the RGBA Steam in
SteamUtils()->GetImageRGBA(Picture, (uint8*)oAvatarRGBA, 4 * Height * Width * sizeof(char));
// Removed as I changed the image bit code to be RGB, I think the original author was unaware that there were different pixel formats
/*
//Swap R and B channels because for some reason the games whack
for (uint32 i = 0; i < (Width * Height * 4); i += 4)
{
uint8 Temp = oAvatarRGBA[i + 0];
oAvatarRGBA[i + 0] = oAvatarRGBA[i + 2];
oAvatarRGBA[i + 2] = Temp;
}*/
UTexture2D* Avatar = UTexture2D::CreateTransient(Width, Height, PF_R8G8B8A8);
// Switched to a Memcpy instead of byte by byte transer
if (FTexturePlatformData* PlatformData = Avatar->GetPlatformData())
{
uint8* MipData = (uint8*)PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE);
FMemory::Memcpy(MipData, (void*)oAvatarRGBA, Height * Width * 4);
PlatformData->Mips[0].BulkData.Unlock();
//Setting some Parameters for the Texture and finally returning it
PlatformData->SetNumSlices(1);
Avatar->NeverStream = true;
//Avatar->CompressionSettings = TC_EditorIcon;
}
// Free RGBA buffer regardless of whether it was used or not
delete[] oAvatarRGBA;
Avatar->UpdateResource();
Result = EBlueprintAsyncResultSwitch::OnSuccess;
return Avatar;
}
else
{
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("Bad Height / Width with steam avatar!"));
}
Result = EBlueprintAsyncResultSwitch::OnFailure;
return nullptr;
}
#endif
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("STEAM Couldn't be verified as initialized"));
Result = EBlueprintAsyncResultSwitch::OnFailure;
return nullptr;
}
bool UAdvancedSteamFriendsLibrary::InitTextFiltering()
{
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
if (SteamAPI_Init())
{
return SteamUtils()->InitFilterText();
}
#endif
return false;
}
bool UAdvancedSteamFriendsLibrary::FilterText(FString TextToFilter, EBPTextFilteringContext Context, const FBPUniqueNetId TextSourceID, FString& FilteredText)
{
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
if (SteamAPI_Init())
{
uint32 BufferLen = TextToFilter.Len() + 10; // Docs say 1 byte excess min, going with 10
char* OutText = new char[BufferLen];
uint64 id = 0;
if (TextSourceID.IsValid())
{
id = *((uint64*)TextSourceID.UniqueNetId->GetBytes());
}
int FilterCount = SteamUtils()->FilterText((ETextFilteringContext)Context, id, TCHAR_TO_ANSI(*TextToFilter), OutText, BufferLen);
if (FilterCount > 0)
{
FilteredText = FString(UTF8_TO_TCHAR(OutText));
delete[] OutText;
return true;
}
delete[] OutText;
}
#endif
FilteredText = TextToFilter;
return false;
}
bool UAdvancedSteamFriendsLibrary::IsSteamInBigPictureMode()
{
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
if (SteamAPI_Init())
{
return SteamUtils()->IsSteamInBigPictureMode();
}
#endif
return false;
}

View file

@ -1,12 +0,0 @@
//#include "StandAlonePrivatePCH.h"
#include "AdvancedSteamSessions.h"
void AdvancedSteamSessions::StartupModule()
{
}
void AdvancedSteamSessions::ShutdownModule()
{
}
IMPLEMENT_MODULE(AdvancedSteamSessions, AdvancedSteamSessions)

View file

@ -1,69 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "AdvancedSteamWorkshopLibrary.h"
#include "OnlineSubSystemHeader.h"
//General Log
DEFINE_LOG_CATEGORY(AdvancedSteamWorkshopLog);
void UAdvancedSteamWorkshopLibrary::GetNumSubscribedWorkshopItems(int32 & NumberOfItems)
{
NumberOfItems = 0;
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
if (SteamAPI_Init())
{
NumberOfItems = SteamUGC()->GetNumSubscribedItems();
return;
}
else
{
UE_LOG(AdvancedSteamWorkshopLog, Warning, TEXT("Error in GetNumSubscribedWorkshopItemCount : SteamAPI is not Inited!"));
return;
}
#else
UE_LOG(AdvancedSteamWorkshopLog, Warning, TEXT("Error in GetNumSubscribedWorkshopItemCount : Called on an incompatible platform"));
return;
#endif
}
TArray<FBPSteamWorkshopID> UAdvancedSteamWorkshopLibrary::GetSubscribedWorkshopItems(int32 & NumberOfItems)
{
TArray<FBPSteamWorkshopID> outArray;
NumberOfItems = 0;
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
if (SteamAPI_Init())
{
uint32 NumItems = SteamUGC()->GetNumSubscribedItems();
if (NumItems == 0)
return outArray;
// Not using the actual variable above in case someone somehow goes past int32 limits
// Don't want to go negative on the iteration.
NumberOfItems = NumItems;
PublishedFileId_t *fileIds = new PublishedFileId_t[NumItems];
uint32 subItems = SteamUGC()->GetSubscribedItems(fileIds, NumItems);
for (uint32 i = 0; i < subItems; ++i)
{
outArray.Add(FBPSteamWorkshopID(fileIds[i]));
}
delete[] fileIds;
return outArray;
}
else
{
UE_LOG(AdvancedSteamWorkshopLog, Warning, TEXT("Error in GetSubscribedWorkshopItemCount : SteamAPI is not Inited!"));
return outArray;
}
#else
UE_LOG(AdvancedSteamWorkshopLog, Warning, TEXT("Error in GetSubscribedWorkshopItemCount : Called on an incompatible platform"));
return outArray;
#endif
}

View file

@ -1,121 +0,0 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "SteamRequestGroupOfficersCallbackProxy.h"
#include "Online/CoreOnline.h"
#include "AdvancedSteamFriendsLibrary.h"
#include "OnlineSubSystemHeader.h"
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
#include "steam/isteamfriends.h"
#endif
//#include "OnlineSubsystemSteamTypes.h"
//////////////////////////////////////////////////////////////////////////
// UEndSessionCallbackProxy
USteamRequestGroupOfficersCallbackProxy::USteamRequestGroupOfficersCallbackProxy(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
USteamRequestGroupOfficersCallbackProxy::~USteamRequestGroupOfficersCallbackProxy()
{
}
USteamRequestGroupOfficersCallbackProxy* USteamRequestGroupOfficersCallbackProxy::GetSteamGroupOfficerList(UObject* WorldContextObject, FBPUniqueNetId GroupUniqueNetID)
{
USteamRequestGroupOfficersCallbackProxy* Proxy = NewObject<USteamRequestGroupOfficersCallbackProxy>();
Proxy->GroupUniqueID = GroupUniqueNetID;
return Proxy;
}
void USteamRequestGroupOfficersCallbackProxy::Activate()
{
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
if (SteamAPI_Init())
{
uint64 id = *((uint64*)GroupUniqueID.UniqueNetId->GetBytes());
SteamAPICall_t hSteamAPICall = SteamFriends()->RequestClanOfficerList(id);
m_callResultGroupOfficerRequestDetails.Set(hSteamAPICall, this, &USteamRequestGroupOfficersCallbackProxy::OnRequestGroupOfficerDetails);
return;
}
#endif
TArray<FBPSteamGroupOfficer> EmptyArray;
OnFailure.Broadcast(EmptyArray);
}
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
void USteamRequestGroupOfficersCallbackProxy::OnRequestGroupOfficerDetails(ClanOfficerListResponse_t *pResult, bool bIOFailure)
{
TArray<FBPSteamGroupOfficer> OfficerArray;
//FOnlineSubsystemSteam* SteamSubsystem = (FOnlineSubsystemSteam*)(IOnlineSubsystem::Get(STEAM_SUBSYSTEM));
if (bIOFailure || !pResult || !pResult->m_bSuccess)
{
//if (SteamSubsystem != nullptr)
{
// SteamSubsystem->ExecuteNextTick([this]()
//{
TArray<FBPSteamGroupOfficer> FailureArray;
OnFailure.Broadcast(FailureArray);
//});
}
//OnFailure.Broadcast(OfficerArray);
return;
}
if (SteamAPI_Init())
{
uint64 id = *((uint64*)GroupUniqueID.UniqueNetId->GetBytes());
FBPSteamGroupOfficer Officer;
CSteamID ClanOwner = SteamFriends()->GetClanOwner(id);
Officer.bIsOwner = true;
TSharedPtr<const FUniqueNetId> ValueID(new const FUniqueNetIdSteam2(ClanOwner));
Officer.OfficerUniqueNetID.SetUniqueNetId(ValueID);
OfficerArray.Add(Officer);
for (int i = 0; i < pResult->m_cOfficers; i++)
{
CSteamID OfficerSteamID = SteamFriends()->GetClanOfficerByIndex(id, i);
Officer.bIsOwner = false;
TSharedPtr<const FUniqueNetId> newValueID(new const FUniqueNetIdSteam2(OfficerSteamID));
Officer.OfficerUniqueNetID.SetUniqueNetId(newValueID);
OfficerArray.Add(Officer);
}
//if (SteamSubsystem != nullptr)
//{
//SteamSubsystem->ExecuteNextTick([OfficerArray, this]()
//{
OnSuccess.Broadcast(OfficerArray);
//});
//}
//OnSuccess.Broadcast(OfficerArray);
return;
}
else
{
//if (SteamSubsystem != nullptr)
{
//SteamSubsystem->ExecuteNextTick([this]()
//{
TArray<FBPSteamGroupOfficer> FailureArray;
OnFailure.Broadcast(FailureArray);
//});
}
}
// Should never hit this anyway
//OnFailure.Broadcast(OfficerArray);
}
#endif

View file

@ -1,101 +0,0 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "SteamWSRequestUGCDetailsCallbackProxy.h"
#include "OnlineSubSystemHeader.h"
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
#include "steam/isteamugc.h"
#endif
//////////////////////////////////////////////////////////////////////////
// UEndSessionCallbackProxy
USteamWSRequestUGCDetailsCallbackProxy::USteamWSRequestUGCDetailsCallbackProxy(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
USteamWSRequestUGCDetailsCallbackProxy* USteamWSRequestUGCDetailsCallbackProxy::GetWorkshopItemDetails(UObject* WorldContextObject, FBPSteamWorkshopID WorkShopID/*, int32 NumSecondsBeforeTimeout*/)
{
USteamWSRequestUGCDetailsCallbackProxy* Proxy = NewObject<USteamWSRequestUGCDetailsCallbackProxy>();
Proxy->WorkShopID = WorkShopID;
return Proxy;
}
void USteamWSRequestUGCDetailsCallbackProxy::Activate()
{
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
if (SteamAPI_Init())
{
// #TODO: Support arrays instead in the future?
UGCQueryHandle_t hQueryHandle = SteamUGC()->CreateQueryUGCDetailsRequest((PublishedFileId_t *)&WorkShopID.SteamWorkshopID, 1);
// #TODO: add search settings here by calling into the handle?
SteamAPICall_t hSteamAPICall = SteamUGC()->SendQueryUGCRequest(hQueryHandle);
// Need to release the query
SteamUGC()->ReleaseQueryUGCRequest(hQueryHandle);
if (hSteamAPICall == k_uAPICallInvalid)
{
OnFailure.Broadcast(FBPSteamWorkshopItemDetails());
return;
}
m_callResultUGCRequestDetails.Set(hSteamAPICall, this, &USteamWSRequestUGCDetailsCallbackProxy::OnUGCRequestUGCDetails);
return;
}
#endif
OnFailure.Broadcast(FBPSteamWorkshopItemDetails());
}
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
void USteamWSRequestUGCDetailsCallbackProxy::OnUGCRequestUGCDetails(SteamUGCQueryCompleted_t *pResult, bool bIOFailure)
{
//FOnlineSubsystemSteam* SteamSubsystem = (FOnlineSubsystemSteam*)(IOnlineSubsystem::Get(STEAM_SUBSYSTEM));
if (bIOFailure || !pResult || pResult->m_unNumResultsReturned <= 0)
{
//if (SteamSubsystem != nullptr)
{
// SteamSubsystem->ExecuteNextTick([this]()
//{
OnFailure.Broadcast(FBPSteamWorkshopItemDetails());
//});
}
//OnFailure.Broadcast(FBPSteamWorkshopItemDetails());
return;
}
if (SteamAPI_Init())
{
SteamUGCDetails_t Details;
if (SteamUGC()->GetQueryUGCResult(pResult->m_handle, 0, &Details))
{
//if (SteamSubsystem != nullptr)
{
//SteamSubsystem->ExecuteNextTick([Details, this]()
//{
OnSuccess.Broadcast(FBPSteamWorkshopItemDetails(Details));
//});
}
//OnSuccess.Broadcast(FBPSteamWorkshopItemDetails(Details));
return;
}
}
else
{
//if (SteamSubsystem != nullptr)
{
//SteamSubsystem->ExecuteNextTick([this]()
//{
OnFailure.Broadcast(FBPSteamWorkshopItemDetails());
//});
}
}
// Not needed, should never hit here
//OnFailure.Broadcast(FBPSteamWorkshopItemDetails());
}
#endif

View file

@ -1,19 +0,0 @@
Copyright Joshua Statzer
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

View file

@ -1,7 +0,0 @@
### How do I use it? ###
**KantanDocGen Automatic Documentation ([KantanDocGen](http://kantandev.com/free/kantan-doc-gen))**
**[AdvancedSessions](https://vreue4.com/generated-node-documentation?section=advanced-sessions-plugin)**
**[AdvancedSteamSessions](https://vreue4.com/generated-node-documentation?section=advanced-steam-sessions-plugin)**

View file

@ -5,6 +5,9 @@ public class AdvancedSessions : ModuleRules
{
public AdvancedSessions(ReadOnlyTargetRules Target) : base(Target)
{
DefaultBuildSettings = BuildSettingsVersion.Latest;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
//bEnforceIWYU = true;

View file

@ -44,6 +44,16 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedVoiceInterface)
bool bEnableTalkingStatusDelegate;
// If true we will auto join a session we have accepted in the overlay.
// This can get in the way of Beacon Sessions, you may want to disable it.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
bool bAutoJoinSessionOnAcceptedUserInviteReceived = false;
// If true we will auto travel to a game session when an invite is received.
// This can get in the way of Beacon Sessions, you may want to disable it.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
bool bAutoTravelOnAcceptedUserInviteReceived = false;
//virtual void PostLoad() override;
virtual void Shutdown() override;
virtual void Init() override;
@ -52,6 +62,13 @@ public:
FOnSessionInviteReceivedDelegate SessionInviteReceivedDelegate;
FDelegateHandle SessionInviteReceivedDelegateHandle;
// custom handle to join directly from steam ui "Join Game"
FDelegateHandle OnJoinSessionCompleteDelegateHandle;
// custom Steam UI Join User function #Self invite#
void OnSessionUserInviteAccepted(const bool bWasSuccessful, const int32 ControllerId, FUniqueNetIdPtr UserId, const FOnlineSessionSearchResult& InviteResult);
// custom Steam UI function to client travel #Self invite#
void OnJoinSessionComplete(FName SessionName, EOnJoinSessionCompleteResult::Type Result);
//const FUniqueNetId& /*UserId*/, const FUniqueNetId& /*FromId*/, const FString& /*AppId*/, const FOnlineSessionSearchResult& /*InviteResult*/
void OnSessionInviteReceivedMaster(const FUniqueNetId & PersonInvited, const FUniqueNetId & PersonInviting, const FString & AppId, const FOnlineSessionSearchResult& SessionToJoin);

View file

@ -160,6 +160,10 @@ public:
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
static void GetUniqueNetID(APlayerController *PlayerController, FBPUniqueNetId &UniqueNetId);
// Get the unique net id of a network player attached to the given controller
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
static void GetUniqueNetIdOfSessionOwner(FBlueprintSessionResult SessionResult, FBPUniqueNetId& UniqueNetId);
// Get the unique net id of a network player who is assigned the the given player state
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
static void GetUniqueNetIDFromPlayerState(APlayerState *PlayerState, FBPUniqueNetId &UniqueNetId);

View file

@ -23,14 +23,14 @@ class UCreateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
* Creates a session with the default online subsystem with advanced optional inputs, for dedicated servers leave UsePresence as false and set IsDedicatedServer to true. Dedicated servers don't use presence.
* @param PublicConnections When doing a 'listen' server, this must be >=2 (ListenServer itself counts as a connection)
* @param bUseLAN When you want to play LAN, the level to play on must be loaded with option 'bIsLanMatch'
* @param bUsePresence Must be true for a 'listen' server (Map must be loaded with option 'listen'), false for a 'dedicated' server.
* @param bUseLobbiesIfAvailable Used to flag the subsystem to use a lobby api instead of general hosting if the API supports it, generally true on steam for listen servers and false for dedicated
* Must be true for a 'listen' server (Map must be loaded with option 'listen'), false for a 'dedicated' server.
* @param bShouldAdvertise Set to true when the OnlineSubsystem should list your server when someone is searching for servers. Otherwise the server is hidden and only join via invite is possible.
* @param bUseLobbiesVoiceChatIfAvailable Set to true to setup voice chat lobbies if the API supports it
* @param bStartAfterCreate Set to true to start the session after it's created. If false you need to manually call StartSession when ready.
*/
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject",AutoCreateRefTerm="ExtraSettings"), Category = "Online|AdvancedSessions")
static UCreateSessionCallbackProxyAdvanced* CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair>& ExtraSettings, class APlayerController* PlayerController = NULL, int32 PublicConnections = 100, int32 PrivateConnections = 0, bool bUseLAN = false, bool bAllowInvites = true, bool bIsDedicatedServer = false, bool bUsePresence = true, bool bUseLobbiesIfAvailable = true, bool bAllowJoinViaPresence = true, bool bAllowJoinViaPresenceFriendsOnly = false, bool bAntiCheatProtected = false, bool bUsesStats = false, bool bShouldAdvertise = true, bool bUseLobbiesVoiceChatIfAvailable = false, bool bStartAfterCreate = true);
static UCreateSessionCallbackProxyAdvanced* CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair>& ExtraSettings, class APlayerController* PlayerController = NULL, int32 PublicConnections = 100, int32 PrivateConnections = 0, bool bUseLAN = false, bool bAllowInvites = true, bool bIsDedicatedServer = false, /*bool bUsePresence = true,*/ bool bUseLobbiesIfAvailable = true, bool bAllowJoinViaPresence = true, bool bAllowJoinViaPresenceFriendsOnly = false, bool bAntiCheatProtected = false, bool bUsesStats = false, bool bShouldAdvertise = true, bool bUseLobbiesVoiceChatIfAvailable = false, bool bStartAfterCreate = true);
// UOnlineBlueprintCallProxyBase interface
virtual void Activate() override;

View file

@ -28,7 +28,7 @@ class UFindSessionsCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
// Searches for advertised sessions with the default online subsystem and includes an array of filters
UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true", WorldContext = "WorldContextObject", AutoCreateRefTerm="Filters"), Category = "Online|AdvancedSessions")
static UFindSessionsCallbackProxyAdvanced* FindSessionsAdvanced(UObject* WorldContextObject, class APlayerController* PlayerController, int32 MaxResults, bool bUseLAN, EBPServerPresenceSearchType ServerTypeToSearch, const TArray<FSessionsSearchSetting> &Filters, bool bEmptyServersOnly = false, bool bNonEmptyServersOnly = false, bool bSecureServersOnly = false, bool bSearchLobbies = true, int MinSlotsAvailable = 0);
static UFindSessionsCallbackProxyAdvanced* FindSessionsAdvanced(UObject* WorldContextObject, class APlayerController* PlayerController, int32 MaxResults, bool bUseLAN, EBPServerPresenceSearchType ServerTypeToSearch, const TArray<FSessionsSearchSetting> &Filters, bool bEmptyServersOnly = false, bool bNonEmptyServersOnly = false, bool bSecureServersOnly = false, /*bool bSearchLobbies = true,*/ int MinSlotsAvailable = 0);
static bool CompareVariants(const FVariantData &A, const FVariantData &B, EOnlineComparisonOpRedux Comparator);
@ -99,7 +99,7 @@ private:
bool bSecureServersOnly;
// Search through lobbies
bool bSearchLobbies;
//bool bSearchLobbies;
// Min slots requires to search
int MinSlotsAvailable;

View file

@ -21,7 +21,7 @@ class UUpdateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
// Creates a session with the default online subsystem with advanced optional inputs, you MUST fill in all categories or it will pass in values that you didn't want as default values
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject",AutoCreateRefTerm="ExtraSettings"), Category = "Online|AdvancedSessions")
static UUpdateSessionCallbackProxyAdvanced* UpdateSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, int32 PublicConnections = 100, int32 PrivateConnections = 0, bool bUseLAN = false, bool bAllowInvites = false, bool bAllowJoinInProgress = false, bool bRefreshOnlineData = true, bool bIsDedicatedServer = false, bool bShouldAdvertise = true);
static UUpdateSessionCallbackProxyAdvanced* UpdateSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, int32 PublicConnections = 100, int32 PrivateConnections = 0, bool bUseLAN = false, bool bAllowInvites = false, bool bAllowJoinInProgress = false, bool bRefreshOnlineData = true, bool bIsDedicatedServer = false, bool bShouldAdvertise = true, bool bAllowJoinViaPresence = true, bool bAllowJoinViaPresenceFriendsOnly = false);
// UOnlineBlueprintCallProxyBase interface
virtual void Activate() override;
@ -58,6 +58,12 @@ private:
// Allow joining in progress
bool bAllowJoinInProgress = true;
// Allow joining in progress
bool bAllowJoinViaPresence = true;
// Allow joining in progress
bool bAllowJoinViaPresenceFriendsOnly = false;
// Update whether this is a dedicated server or not
bool bDedicatedServer = false;

View file

@ -20,6 +20,61 @@ UAdvancedFriendsGameInstance::UAdvancedFriendsGameInstance(const FObjectInitiali
{
}
void UAdvancedFriendsGameInstance::OnSessionUserInviteAccepted(const bool bWasSuccessful, const int32 ControllerId, FUniqueNetIdPtr UserId, const FOnlineSessionSearchResult& InviteResult)
{
if (!bAutoJoinSessionOnAcceptedUserInviteReceived)
return;
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(GetWorld());
if (SessionInterface.IsValid())
{
// Eventually call this?, would need another call back to run through
//SessionInterface->DestroySession(NAME_GameSession);
SessionInterface->ClearOnJoinSessionCompleteDelegate_Handle(OnJoinSessionCompleteDelegateHandle);
OnJoinSessionCompleteDelegateHandle = SessionInterface->AddOnJoinSessionCompleteDelegate_Handle(
FOnJoinSessionCompleteDelegate::CreateUObject(this, &UAdvancedFriendsGameInstance::OnJoinSessionComplete));
// Temp for 5.5, they aren't filling in the struct correctly
if (!InviteResult.Session.SessionSettings.bIsDedicated)
{
FOnlineSessionSearchResult ModResult = InviteResult;
ModResult.Session.SessionSettings.bUsesPresence = true;
ModResult.Session.SessionSettings.bUseLobbiesIfAvailable = true;
SessionInterface->JoinSession(0, NAME_GameSession, ModResult);
}
else
{
SessionInterface->JoinSession(0, NAME_GameSession, InviteResult);
}
}
UE_LOG(AdvancedFriendsInterfaceLog, Log, TEXT("Called Join Session for Steam Friends List UI InviteResults: %s, UserId: %s"), *InviteResult.GetSessionIdStr(), *UserId->ToString());
}
void UAdvancedFriendsGameInstance::OnJoinSessionComplete(FName SessionName, EOnJoinSessionCompleteResult::Type Result)
{
// If we don't want to auto travel to the session instance then exit out
if (!bAutoTravelOnAcceptedUserInviteReceived)
{
return;
}
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(GetWorld());
if (SessionInterface.IsValid())
{
FString ConnectInfo;
if (SessionInterface->GetResolvedConnectString(NAME_GameSession, ConnectInfo))
{
APlayerController* PlayerController = GetFirstLocalPlayerController();
if (PlayerController)
{
PlayerController->ClientTravel(ConnectInfo, ETravelType::TRAVEL_Absolute);
}
}
}
}
void UAdvancedFriendsGameInstance::Shutdown()
{
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(GetWorld());
@ -34,6 +89,7 @@ void UAdvancedFriendsGameInstance::Shutdown()
// Clear all of the delegate handles here
SessionInterface->ClearOnSessionUserInviteAcceptedDelegate_Handle(SessionInviteAcceptedDelegateHandle);
SessionInterface->ClearOnSessionInviteReceivedDelegate_Handle(SessionInviteReceivedDelegateHandle);
SessionInterface->ClearOnJoinSessionCompleteDelegate_Handle(OnJoinSessionCompleteDelegateHandle);
}
@ -80,6 +136,9 @@ void UAdvancedFriendsGameInstance::Init()
SessionInviteAcceptedDelegateHandle = SessionInterface->AddOnSessionUserInviteAcceptedDelegate_Handle(SessionInviteAcceptedDelegate);
SessionInviteReceivedDelegateHandle = SessionInterface->AddOnSessionInviteReceivedDelegate_Handle(SessionInviteReceivedDelegate);
// Custom steam join game delegate
SessionInterface->OnSessionUserInviteAcceptedDelegates.AddUObject(this, &UAdvancedFriendsGameInstance::OnSessionUserInviteAccepted);
}
else
{
@ -271,6 +330,13 @@ void UAdvancedFriendsGameInstance::OnSessionInviteReceivedMaster(const FUniqueNe
}
}
// Temp for 5.5, they aren't filling in the struct correctly
if (!BluePrintResult.OnlineResult.Session.SessionSettings.bIsDedicated)
{
BluePrintResult.OnlineResult.Session.SessionSettings.bUsesPresence = true;
BluePrintResult.OnlineResult.Session.SessionSettings.bUseLobbiesIfAvailable = true;
}
OnSessionInviteReceived(LocalPlayer, PInviting, AppId, BluePrintResult);
//IAdvancedFriendsInterface* TheInterface = NULL;
@ -307,6 +373,13 @@ void UAdvancedFriendsGameInstance::OnSessionInviteAcceptedMaster(const bool bWas
FBPUniqueNetId PInvited;
PInvited.SetUniqueNetId(PersonInvited);
// Temp for 5.5, they aren't filling in the struct correctly
if (!BluePrintResult.OnlineResult.Session.SessionSettings.bIsDedicated)
{
BluePrintResult.OnlineResult.Session.SessionSettings.bUsesPresence = true;
BluePrintResult.OnlineResult.Session.SessionSettings.bUseLobbiesIfAvailable = true;
}
OnSessionInviteAccepted(LocalPlayer,PInvited, BluePrintResult);
APlayerController* Player = UGameplayStatics::GetPlayerController(GetWorld(), LocalPlayer);

View file

@ -151,7 +151,9 @@ void UAdvancedFriendsLibrary::GetFriend(APlayerController *PlayerController, con
Friend.PresenceInfo.bIsPlaying = pres.bIsPlaying;
Friend.PresenceInfo.bIsPlayingThisGame = pres.bIsPlayingThisGame;
Friend.PresenceInfo.PresenceState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
// #TODO: Check back in on this in shipping, epic is missing the UTF8_TO_TCHAR call on converting this and its making an invalid string
// OnlineFriendPresenceInterfaceSteam has the issue
//Friend.PresenceInfo.StatusString = pres.Status.StatusStr;
}
}
@ -266,6 +268,7 @@ void UAdvancedFriendsLibrary::GetStoredFriendsList(APlayerController *PlayerCont
BPF.PresenceInfo.bIsPlaying = pres.bIsPlaying;
BPF.PresenceInfo.PresenceState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
// #TODO: Check back in on this in shipping, epic is missing the UTF8_TO_TCHAR call on converting this and its making an invalid string
// OnlineFriendPresenceInterfaceSteam has the issue
//BPF.PresenceInfo.StatusString = pres.Status.StatusStr;
BPF.PresenceInfo.bIsJoinable = pres.bIsJoinable;
BPF.PresenceInfo.bIsPlayingThisGame = pres.bIsPlayingThisGame;

View file

@ -451,6 +451,17 @@ void UAdvancedSessionsLibrary::GetUniqueNetID(APlayerController *PlayerControlle
}
}
void UAdvancedSessionsLibrary::GetUniqueNetIdOfSessionOwner(FBlueprintSessionResult SessionResult, FBPUniqueNetId& UniqueNetId)
{
FBPUniqueNetId ReturnID;
if (SessionResult.OnlineResult.IsValid())
{
ReturnID.SetUniqueNetId(SessionResult.OnlineResult.Session.OwningUserId);
}
UniqueNetId = ReturnID;
}
void UAdvancedSessionsLibrary::GetUniqueNetIDFromPlayerState(APlayerState *PlayerState, FBPUniqueNetId &UniqueNetId)
{
if (!PlayerState)

View file

@ -83,6 +83,8 @@ void UAutoLoginUserCallbackProxy::OnCompleted(int32 LocalUserNum, bool bWasSucce
{
OnFailure.Broadcast();
}
return;
}
OnFailure.Broadcast();

View file

@ -13,7 +13,7 @@ UCreateSessionCallbackProxyAdvanced::UCreateSessionCallbackProxyAdvanced(const F
{
}
UCreateSessionCallbackProxyAdvanced* UCreateSessionCallbackProxyAdvanced::CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair>& ExtraSettings, class APlayerController* PlayerController, int32 PublicConnections, int32 PrivateConnections, bool bUseLAN, bool bAllowInvites, bool bIsDedicatedServer, bool bUsePresence, bool bUseLobbiesIfAvailable, bool bAllowJoinViaPresence, bool bAllowJoinViaPresenceFriendsOnly, bool bAntiCheatProtected, bool bUsesStats, bool bShouldAdvertise, bool bUseLobbiesVoiceChatIfAvailable, bool bStartAfterCreate)
UCreateSessionCallbackProxyAdvanced* UCreateSessionCallbackProxyAdvanced::CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair>& ExtraSettings, class APlayerController* PlayerController, int32 PublicConnections, int32 PrivateConnections, bool bUseLAN, bool bAllowInvites, bool bIsDedicatedServer, /*bool bUsePresence,*/ bool bUseLobbiesIfAvailable, bool bAllowJoinViaPresence, bool bAllowJoinViaPresenceFriendsOnly, bool bAntiCheatProtected, bool bUsesStats, bool bShouldAdvertise, bool bUseLobbiesVoiceChatIfAvailable, bool bStartAfterCreate)
{
UCreateSessionCallbackProxyAdvanced* Proxy = NewObject<UCreateSessionCallbackProxyAdvanced>();
Proxy->PlayerControllerWeakPtr = PlayerController;
@ -24,7 +24,7 @@ UCreateSessionCallbackProxyAdvanced* UCreateSessionCallbackProxyAdvanced::Create
Proxy->bAllowInvites = bAllowInvites;
Proxy->ExtraSettings = ExtraSettings;
Proxy->bDedicatedServer = bIsDedicatedServer;
Proxy->bUsePresence = bUsePresence;
/*Proxy->bUsePresence = bUsePresence;*/
Proxy->bUseLobbiesIfAvailable = bUseLobbiesIfAvailable;
Proxy->bAllowJoinViaPresence = bAllowJoinViaPresence;
Proxy->bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
@ -61,13 +61,13 @@ void UCreateSessionCallbackProxyAdvanced::Activate()
if (bDedicatedServer)
{
Settings.bUsesPresence = false;
Settings.bUseLobbiesIfAvailable = false;
Settings.bUsesPresence = false;
}
else
{
Settings.bUsesPresence = bUsePresence;
Settings.bUseLobbiesIfAvailable = bUseLobbiesIfAvailable;
Settings.bUsesPresence = bUseLobbiesIfAvailable;
}
Settings.bUseLobbiesVoiceChatIfAvailable = bUseLobbiesIfAvailable ? bUseLobbiesVoiceChatIfAvailable : false;

View file

@ -102,6 +102,14 @@ void UFindFriendSessionCallbackProxy::OnFindFriendSessionCompleted(int32 LocalPl
{
FBlueprintSessionResult BSesh;
BSesh.OnlineResult = Sesh;
// Temp for 5.5, force the values if epic isn't setting them, lobbies should always have these true
if (!BSesh.OnlineResult.Session.SessionSettings.bIsDedicated)
{
BSesh.OnlineResult.Session.SessionSettings.bUseLobbiesIfAvailable = true;
BSesh.OnlineResult.Session.SessionSettings.bUsesPresence = true;
}
Result.Add(BSesh);
}
}

View file

@ -16,7 +16,7 @@ UFindSessionsCallbackProxyAdvanced::UFindSessionsCallbackProxyAdvanced(const FOb
bIsOnSecondSearch = false;
}
UFindSessionsCallbackProxyAdvanced* UFindSessionsCallbackProxyAdvanced::FindSessionsAdvanced(UObject* WorldContextObject, class APlayerController* PlayerController, int MaxResults, bool bUseLAN, EBPServerPresenceSearchType ServerTypeToSearch, const TArray<FSessionsSearchSetting> &Filters, bool bEmptyServersOnly, bool bNonEmptyServersOnly, bool bSecureServersOnly, bool bSearchLobbies, int MinSlotsAvailable)
UFindSessionsCallbackProxyAdvanced* UFindSessionsCallbackProxyAdvanced::FindSessionsAdvanced(UObject* WorldContextObject, class APlayerController* PlayerController, int MaxResults, bool bUseLAN, EBPServerPresenceSearchType ServerTypeToSearch, const TArray<FSessionsSearchSetting> &Filters, bool bEmptyServersOnly, bool bNonEmptyServersOnly, bool bSecureServersOnly, /*bool bSearchLobbies,*/ int MinSlotsAvailable)
{
UFindSessionsCallbackProxyAdvanced* Proxy = NewObject<UFindSessionsCallbackProxyAdvanced>();
Proxy->PlayerControllerWeakPtr = PlayerController;
@ -28,7 +28,7 @@ UFindSessionsCallbackProxyAdvanced* UFindSessionsCallbackProxyAdvanced::FindSess
Proxy->bEmptyServersOnly = bEmptyServersOnly,
Proxy->bNonEmptyServersOnly = bNonEmptyServersOnly;
Proxy->bSecureServersOnly = bSecureServersOnly;
Proxy->bSearchLobbies = bSearchLobbies;
//Proxy->bSearchLobbies = bSearchLobbies;
Proxy->MinSlotsAvailable = MinSlotsAvailable;
return Proxy;
}
@ -86,7 +86,6 @@ void UFindSessionsCallbackProxyAdvanced::Activate()
/** #define SEARCH_SWITCH_SELECTION_METHOD FName(TEXT("SWITCHSELECTIONMETHOD"))*/
/** Whether to use lobbies vs sessions */
/** #define SEARCH_LOBBIES FName(TEXT("LOBBYSEARCH"))*/
if (bEmptyServersOnly)
tem.Set(SEARCH_EMPTY_SERVERS_ONLY, true, EOnlineComparisonOp::Equals);
@ -114,9 +113,9 @@ void UFindSessionsCallbackProxyAdvanced::Activate()
case EBPServerPresenceSearchType::ClientServersOnly:
{
tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
//tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
if (bSearchLobbies && !IOnlineSubsystem::DoesInstanceExist("STEAM"))
//if (bSearchLobbies)// && !IOnlineSubsystem::DoesInstanceExist("STEAM"))
tem.Set(SEARCH_LOBBIES, true, EOnlineComparisonOp::Equals);
}
break;
@ -140,9 +139,9 @@ void UFindSessionsCallbackProxyAdvanced::Activate()
FOnlineSearchSettingsEx DedicatedOnly = tem;
tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
//tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
if (bSearchLobbies && !IOnlineSubsystem::DoesInstanceExist("STEAM"))
//if (bSearchLobbies)// && !IOnlineSubsystem::DoesInstanceExist("STEAM"))
tem.Set(SEARCH_LOBBIES, true, EOnlineComparisonOp::Equals);
//DedicatedOnly.Set(SEARCH_DEDICATED_ONLY, true, EOnlineComparisonOp::Equals);
@ -225,6 +224,14 @@ void UFindSessionsCallbackProxyAdvanced::OnCompleted(bool bSuccess)
FBlueprintSessionResult BPResult;
BPResult.OnlineResult = Result;
// Temp for 5.5, force the values if epic isn't setting them, lobbies should always have these true
if (ServerSearchType != EBPServerPresenceSearchType::DedicatedServersOnly )
{
BPResult.OnlineResult.Session.SessionSettings.bUseLobbiesIfAvailable = true;
BPResult.OnlineResult.Session.SessionSettings.bUsesPresence = true;
}
SessionSearchResults.AddUnique(BPResult);
}
if (!bRunSecondSearch)

View file

@ -12,7 +12,7 @@ UUpdateSessionCallbackProxyAdvanced::UUpdateSessionCallbackProxyAdvanced(const F
{
}
UUpdateSessionCallbackProxyAdvanced* UUpdateSessionCallbackProxyAdvanced::UpdateSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, int32 PublicConnections, int32 PrivateConnections, bool bUseLAN, bool bAllowInvites, bool bAllowJoinInProgress, bool bRefreshOnlineData, bool bIsDedicatedServer, bool bShouldAdvertise)
UUpdateSessionCallbackProxyAdvanced* UUpdateSessionCallbackProxyAdvanced::UpdateSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, int32 PublicConnections, int32 PrivateConnections, bool bUseLAN, bool bAllowInvites, bool bAllowJoinInProgress, bool bRefreshOnlineData, bool bIsDedicatedServer, bool bShouldAdvertise, bool bAllowJoinViaPresence, bool bAllowJoinViaPresenceFriendsOnly)
{
UUpdateSessionCallbackProxyAdvanced* Proxy = NewObject<UUpdateSessionCallbackProxyAdvanced>();
Proxy->NumPublicConnections = PublicConnections;
@ -25,6 +25,8 @@ UUpdateSessionCallbackProxyAdvanced* UUpdateSessionCallbackProxyAdvanced::Update
Proxy->bAllowJoinInProgress = bAllowJoinInProgress;
Proxy->bDedicatedServer = bIsDedicatedServer;
Proxy->bShouldAdvertise = bShouldAdvertise;
Proxy->bAllowJoinViaPresence = bAllowJoinViaPresence;
Proxy->bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
return Proxy;
}
@ -65,11 +67,14 @@ void UUpdateSessionCallbackProxyAdvanced::Activate()
Settings->bAllowJoinInProgress = bAllowJoinInProgress;
Settings->bIsLANMatch = bUseLAN;
//Settings->bUsesPresence = true;
//Settings->bAllowJoinViaPresence = true;
Settings->bAllowInvites = bAllowInvites;
Settings->bAllowJoinInProgress = bAllowJoinInProgress;
Settings->bIsDedicated = bDedicatedServer;
// Added in 5.6
Settings->bAllowJoinViaPresence = bAllowJoinViaPresence;
Settings->bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
FOnlineSessionSetting * fSetting = NULL;
FOnlineSessionSetting ExtraSetting;
for (int i = 0; i < ExtraSettings.Num(); i++)