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C++ IOnlineSessionPtr::EndSession方法代码示例

本文整理汇总了C++中IOnlineSessionPtr::EndSession方法的典型用法代码示例。如果您正苦于以下问题:C++ IOnlineSessionPtr::EndSession方法的具体用法?C++ IOnlineSessionPtr::EndSession怎么用?C++ IOnlineSessionPtr::EndSession使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在IOnlineSessionPtr的用法示例。


在下文中一共展示了IOnlineSessionPtr::EndSession方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: DestroyCurSession

void UUModGameInstance::DestroyCurSession(IOnlineSessionPtr Sessions)
{
	FName str = *CurSessionName;
	CurSessionName = TEXT("");

	Sessions->EndSession(str);
	Sessions->DestroySession(str);
}
开发者ID:mrG7,项目名称:UMod,代码行数:8,代码来源:UModGameInstance.cpp

示例2: CleanupSessionOnReturnToMenu

/** Ends and/or destroys game session */
void AShooterPlayerController::CleanupSessionOnReturnToMenu()
{
	bool bPendingOnlineOp = false;

	// end online game and then destroy it
	AShooterPlayerState* ShooterPlayerState = Cast<AShooterPlayerState>(PlayerState);
	if (ShooterPlayerState)
	{
		IOnlineSubsystem* OnlineSub = IOnlineSubsystem::Get();
		if (OnlineSub)
		{
			IOnlineSessionPtr Sessions = OnlineSub->GetSessionInterface();
			if (Sessions.IsValid())
			{
				EOnlineSessionState::Type SessionState = Sessions->GetSessionState(ShooterPlayerState->SessionName);
				UE_LOG(LogOnline, Log, TEXT("Session %s is '%s'"), *ShooterPlayerState->SessionName.ToString(), EOnlineSessionState::ToString(SessionState));

				if (EOnlineSessionState::InProgress == SessionState)
				{
					UE_LOG(LogOnline, Log, TEXT("Ending session %s on return to main menu"), *ShooterPlayerState->SessionName.ToString() );
					Sessions->AddOnEndSessionCompleteDelegate(OnEndSessionCompleteDelegate);
					Sessions->EndSession(ShooterPlayerState->SessionName);
					bPendingOnlineOp = true;
				}
				else if (EOnlineSessionState::Ending == SessionState)
				{
					UE_LOG(LogOnline, Log, TEXT("Waiting for session %s to end on return to main menu"), *ShooterPlayerState->SessionName.ToString() );
					Sessions->AddOnEndSessionCompleteDelegate(OnEndSessionCompleteDelegate);
					bPendingOnlineOp = true;
				}
				else if (EOnlineSessionState::Ended == SessionState ||
						 EOnlineSessionState::Pending == SessionState)
				{
					UE_LOG(LogOnline, Log, TEXT("Destroying session %s on return to main menu"), *ShooterPlayerState->SessionName.ToString() );				
					Sessions->AddOnDestroySessionCompleteDelegate(OnDestroySessionCompleteDelegate);
					Sessions->DestroySession(ShooterPlayerState->SessionName);
					bPendingOnlineOp = true;
				}
				else if (EOnlineSessionState::Starting == SessionState)
				{
					UE_LOG(LogOnline, Log, TEXT("Waiting for session %s to start, and then we will end it to return to main menu"), *ShooterPlayerState->SessionName.ToString() );
					Sessions->AddOnStartSessionCompleteDelegate(OnStartSessionCompleteEndItDelegate);
					bPendingOnlineOp = true;
				}
			}
		}
	}

	if (!bPendingOnlineOp)
	{
		GEngine->HandleDisconnect(GetWorld(), GetWorld()->GetNetDriver());
	}
}
开发者ID:rob422lou,项目名称:Perdix,代码行数:54,代码来源:ShooterPlayerController.cpp

示例3: EndOnlineSession

void UOnlineSessionClient::EndOnlineSession(FName SessionName)
{
	IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(GetWorld());
	if (SessionInterface.IsValid())
	{
		FNamedOnlineSession* Session = SessionInterface->GetNamedSession(SessionName);
		if (Session &&
			Session->SessionState == EOnlineSessionState::InProgress)
		{
			EndSessionCompleteHandle = SessionInterface->AddOnEndSessionCompleteDelegate_Handle(FOnStartSessionCompleteDelegate::CreateUObject(this, &UOnlineSessionClient::OnEndSessionComplete));
			SessionInterface->EndSession(SessionName);
		}
	}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:14,代码来源:OnlineSessionClient.cpp

示例4: EndExistingSession_Impl

FDelegateHandle UOnlineSessionClient::EndExistingSession_Impl(FName SessionName, FOnEndSessionCompleteDelegate& Delegate)
{
	FDelegateHandle Result;

	IOnlineSessionPtr SessionInt = GetSessionInt();

	if (SessionInt.IsValid())
	{
		Result = SessionInt->AddOnEndSessionCompleteDelegate_Handle(Delegate);
		SessionInt->EndSession(SessionName);
	}
	else
	{
		Delegate.ExecuteIfBound(SessionName, true);
	}

	return Result;
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:18,代码来源:OnlineSessionClient.cpp

示例5: ClientEndOnlineGame_Implementation

/** Ends the online game using the session name in the PlayerState */
void AShooterPlayerController::ClientEndOnlineGame_Implementation()
{
	if (!IsPrimaryPlayer())
		return;

	AShooterPlayerState* ShooterPlayerState = Cast<AShooterPlayerState>(PlayerState);
	if (ShooterPlayerState)
	{
		IOnlineSubsystem* OnlineSub = IOnlineSubsystem::Get();
		if (OnlineSub)
		{
			IOnlineSessionPtr Sessions = OnlineSub->GetSessionInterface();
			if (Sessions.IsValid())
			{
				UE_LOG(LogOnline, Log, TEXT("Ending session %s on client"), *ShooterPlayerState->SessionName.ToString() );
				Sessions->EndSession(ShooterPlayerState->SessionName);
			}
		}
	}
}
开发者ID:rob422lou,项目名称:Perdix,代码行数:21,代码来源:ShooterPlayerController.cpp

示例6: endSession

bool AFPSGPlayerController::endSession(FName sessionName) const
{
	bool success = false;

	IOnlineSubsystem* onlineSubsystem = IOnlineSubsystem::Get();
	IOnlineSessionPtr sessions = onlineSubsystem != NULL ? onlineSubsystem->GetSessionInterface() : NULL;

	if (sessions.IsValid())
	{
		//End the session
		success = sessions->EndSession(sessionName);
		if (success)
		{
			GEngine->AddOnScreenDebugMessage(-1, 20.0f, FColor::Cyan, TEXT("AFPSGPlayerController::endSession success"));
		}
		else
		{
			GEngine->AddOnScreenDebugMessage(-1, 20.0f, FColor::Cyan, TEXT("AFPSGPlayerController::endSession NOT success"));
		}
	}
	return success;
}
开发者ID:Gardern,项目名称:FPSGame_code,代码行数:22,代码来源:FPSGPlayerController.cpp


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