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C++ IOnlineSessionPtr::IsValid方法代码示例

本文整理汇总了C++中IOnlineSessionPtr::IsValid方法的典型用法代码示例。如果您正苦于以下问题:C++ IOnlineSessionPtr::IsValid方法的具体用法?C++ IOnlineSessionPtr::IsValid怎么用?C++ IOnlineSessionPtr::IsValid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::IsValid方法的15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: OnFindSessionsComplete

void UtrnetDemoGameInstance::OnFindSessionsComplete(bool bWasSuccessful)
{
    isLoading_ = false;
	GEngine->AddOnScreenDebugMessage(-1, 10.f, FColor::Red, FString::Printf(TEXT("OFindSessionsComplete bSuccess: %d"), bWasSuccessful));

    // Get SessionInterface of the OnlineSubsystem
    IOnlineSessionPtr Sessions = GetSession();
    
    if (!Sessions.IsValid())
    {
        return;
    }
    // Clear the Delegate handle, since we finished this call
    Sessions->ClearOnFindSessionsCompleteDelegate_Handle(OnFindSessionsCompleteDelegateHandle);

    // Just debugging the Number of Search results. Can be displayed in UMG or something later on
    GEngine->AddOnScreenDebugMessage(-1, 10.f, FColor::Red, FString::Printf(TEXT("Num Search Results: %d"), SessionSearch->SearchResults.Num()));

    // If we have found at least 1 session, we just going to debug them. You could add them to a list of UMG Widgets, like it is done in the BP version!
    if (SessionSearch->SearchResults.Num() > 0)
    {
        // "SessionSearch->SearchResults" is an Array that contains all the information. You can access the Session in this and get a lot of information.
        // This can be customized later on with your own classes to add more information that can be set and displayed
        for (int32 SearchIdx = 0; SearchIdx < SessionSearch->SearchResults.Num(); SearchIdx++)
        {
            // OwningUserName is just the SessionName for now. I guess you can create your own Host Settings class and GameSession Class and add a proper GameServer Name here.
            // This is something you can't do in Blueprint for example!
            GEngine->AddOnScreenDebugMessage(-1, 10.f, FColor::Red, FString::Printf(TEXT("Session Number: %d | Sessionname: %s "), SearchIdx + 1, *(SessionSearch->SearchResults[SearchIdx].Session.OwningUserName)));
        }
    }
}
开发者ID:erichen,项目名称:trnetdemo,代码行数:31,代码来源:trnetDemoGameInstance.cpp

示例2: GetSessionSettings

void UAdvancedSessionsLibrary::GetSessionSettings(int32 &NumConnections, bool &bIsLAN, bool &bIsDedicated, bool &bIsAnticheatEnabled, int32 &BuildUniqueID, TArray<FSessionPropertyKeyPair> &ExtraSettings, TEnumAsByte<EBlueprintResultSwitch::Type> &Result)
{
	IOnlineSessionPtr SessionInterface = Online::GetSessionInterface();

	if (!SessionInterface.IsValid())
	{
		UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetSessionSettings couldn't get the session interface!"));
		Result = EBlueprintResultSwitch::Type::OnFailure;
		return;
	}

	FOnlineSessionSettings* settings = SessionInterface->GetSessionSettings(GameSessionName);
	if (!settings)
	{
		UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetSessionSettings couldn't get the session settings!"));
		Result = EBlueprintResultSwitch::Type::OnFailure;
		return;
	}
	BuildUniqueID = settings->BuildUniqueId;
	NumConnections = settings->NumPublicConnections;
	bIsLAN = settings->bIsLANMatch;
	bIsDedicated = settings->bIsDedicated;
	bIsAnticheatEnabled = settings->bAntiCheatProtected;
	
	FSessionPropertyKeyPair NewSetting;

	for (auto& Elem : settings->Settings)
	{
		NewSetting.Key = Elem.Key;
		NewSetting.Data = Elem.Value.Data;
		ExtraSettings.Add(NewSetting);
	}

	Result = EBlueprintResultSwitch::Type::OnSuccess;
}
开发者ID:dschey82,项目名称:ProjectWarRepo,代码行数:35,代码来源:AdvancedSessionsLibrary.cpp

示例3: RequestReservation

bool APartyBeaconClient::RequestReservation(const FOnlineSessionSearchResult& DesiredHost, const FUniqueNetIdRepl& RequestingPartyLeader, const TArray<FPlayerReservation>& PartyMembers)
{
	bool bSuccess = false;

	if (DesiredHost.IsValid())
	{
		UWorld* World = GetWorld();

		IOnlineSubsystem* OnlineSub = Online::GetSubsystem(World);
		if (OnlineSub)
		{
			IOnlineSessionPtr SessionInt = OnlineSub->GetSessionInterface();
			if (SessionInt.IsValid())
			{
				FString ConnectInfo;
				if (SessionInt->GetResolvedConnectString(DesiredHost, BeaconPort, ConnectInfo))
				{
					FString SessionId = DesiredHost.Session.SessionInfo->GetSessionId().ToString();
					return RequestReservation(ConnectInfo, SessionId, RequestingPartyLeader, PartyMembers);
				}
			}
		}
	}

	if (!bSuccess)
	{
		OnFailure();
	}

	return bSuccess;
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:31,代码来源:PartyBeaconClient.cpp

示例4: OnJoinSessionComplete

void UtrnetDemoGameInstance::OnJoinSessionComplete(FName SessionName, EOnJoinSessionCompleteResult::Type Result)
{
    isLoading_ = false;
	GEngine->AddOnScreenDebugMessage(-1, 10.f, FColor::Red, FString::Printf(TEXT("OnJoinSessionComplete %s, %d"), *SessionName.ToString(), static_cast<int32>(Result)));

    // Get SessionInterface from the OnlineSubsystem
    IOnlineSessionPtr Sessions = GetSession();

    if (!Sessions.IsValid())
    {
        return;
    }
    // Clear the Delegate again
    Sessions->ClearOnJoinSessionCompleteDelegate_Handle(OnJoinSessionCompleteDelegateHandle);

    // Get the first local PlayerController, so we can call "ClientTravel" to get to the Server Map
    // This is something the Blueprint Node "Join Session" does automatically!
    APlayerController * const PlayerController = GetFirstLocalPlayerController();

    // We need a FString to use ClientTravel and we can let the SessionInterface contruct such a
    // String for us by giving him the SessionName and an empty String. We want to do this, because
    // Every OnlineSubsystem uses different TravelURLs
    FString TravelURL;

    if (PlayerController && Sessions->GetResolvedConnectString(SessionName, TravelURL))
    {
        // Finally call the ClienTravel. If you want, you could print the TravelURL to see
        // how it really looks like
        PlayerController->ClientTravel(TravelURL, ETravelType::TRAVEL_Absolute);
    }
}
开发者ID:erichen,项目名称:trnetdemo,代码行数:31,代码来源:trnetDemoGameInstance.cpp

示例5: OnStartOnlineGameComplete

/**
*	Delegate fired when a session start request has completed
*
*	@param SessionName the name of the session this callback is for
*	@param bWasSuccessful true if the async action completed without error, false if there was an error
*/
void URadeGameInstance::OnStartOnlineGameComplete(FName SessionName, bool bWasSuccessful)
{
	//GEngine->AddOnScreenDebugMessage(-1, 10.f, FColor::Red, FString::Printf(TEXT("OnStartSessionComplete %s, %d"), *SessionName.ToString(), bWasSuccessful));

	// Get the Online Subsystem so we can get the Session Interface
	IOnlineSubsystem* OnlineSub = IOnlineSubsystem::Get();
	if (OnlineSub)
	{
		// Get the Session Interface to clear the Delegate
		IOnlineSessionPtr Sessions = OnlineSub->GetSessionInterface();
		if (Sessions.IsValid())
		{
			// Clear the delegate, since we are done with this call
			Sessions->ClearOnStartSessionCompleteDelegate_Handle(OnStartSessionCompleteDelegateHandle);
		}
	}


	// If the start was successful, we can open a NewMap if we want. Make sure to use "listen" as a parameter!
	if (bWasSuccessful)
	{
		
		//BattleArena
		UGameplayStatics::OpenLevel(GetWorld(), *TheMapName, true, "listen");
	}
}
开发者ID:ZioYuri78,项目名称:Rade,代码行数:32,代码来源:RadeGameInstance.cpp

示例6: OnCreateSessionComplete

/**
*	Delegate fired when a session create request has completed
*
*	@param SessionName the name of the session this callback is for
*	@param bWasSuccessful true if the async action completed without error, false if there was an error
*/
void URadeGameInstance::OnCreateSessionComplete(FName SessionName, bool bWasSuccessful)
{
	//GEngine->AddOnScreenDebugMessage(-1, 10.f, FColor::Red, FString::Printf(TEXT("OnCreateSessionComplete %s, %d"), *SessionName.ToString(), bWasSuccessful));

	// Get the OnlineSubsystem so we can get the Session Interface
	IOnlineSubsystem* OnlineSub = IOnlineSubsystem::Get();
	if (OnlineSub)
	{
		// Get the Session Interface to call the StartSession function
		IOnlineSessionPtr Sessions = OnlineSub->GetSessionInterface();

		if (Sessions.IsValid())
		{
			// Clear the SessionComplete delegate handle, since we finished this call
			Sessions->ClearOnCreateSessionCompleteDelegate_Handle(OnCreateSessionCompleteDelegateHandle);
			if (bWasSuccessful)
			{
				// Set the StartSession delegate handle
				OnStartSessionCompleteDelegateHandle = Sessions->AddOnStartSessionCompleteDelegate_Handle(OnStartSessionCompleteDelegate);

				//printr(SessionName.ToString());
				// Our StartSessionComplete delegate should get called after this
				Sessions->StartSession(SessionName);
				
			}
		}

	}
}
开发者ID:ZioYuri78,项目名称:Rade,代码行数:35,代码来源:RadeGameInstance.cpp

示例7: JoinSession

//		Join Session
bool URadeGameInstance::JoinSession(TSharedPtr<const FUniqueNetId> UserId, FName SessionName, const FOnlineSessionSearchResult& SearchResult)
{
	// Return bool
	bool bSuccessful = false;

	// Get OnlineSubsystem we want to work with
	IOnlineSubsystem* OnlineSub = IOnlineSubsystem::Get();

	if (OnlineSub)
	{
		// Get SessionInterface from the OnlineSubsystem
		IOnlineSessionPtr Sessions = OnlineSub->GetSessionInterface();

		if (Sessions.IsValid() && UserId.IsValid())
		{
			// Set the Handle again
			OnJoinSessionCompleteDelegateHandle = Sessions->AddOnJoinSessionCompleteDelegate_Handle(OnJoinSessionCompleteDelegate);

			// Call the "JoinSession" Function with the passed "SearchResult". The "SessionSearch->SearchResults" can be used to get such a
			// "FOnlineSessionSearchResult" and pass it. Pretty straight forward!
			bSuccessful = Sessions->JoinSession(*UserId, SessionName, SearchResult);
		}
	}

	return bSuccessful;
}
开发者ID:ZioYuri78,项目名称:Rade,代码行数:27,代码来源:RadeGameInstance.cpp

示例8: ClientStartOnlineGame_Implementation

/** Starts the online game using the session name in the PlayerState */
void AShooterPlayerController::ClientStartOnlineGame_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("Starting session %s on client"), *ShooterPlayerState->SessionName.ToString() );
				Sessions->StartSession(ShooterPlayerState->SessionName);
			}
		}
	}
	else
	{
		// Keep retrying until player state is replicated
		GetWorld()->GetTimerManager().SetTimer(FTimerDelegate::CreateUObject(this, &AShooterPlayerController::ClientStartOnlineGame_Implementation), 0.2f, false);
	}
}
开发者ID:rob422lou,项目名称:Perdix,代码行数:26,代码来源:ShooterPlayerController.cpp

示例9: OnJoinSessionComplete

void URadeGameInstance::OnJoinSessionComplete(FName SessionName, EOnJoinSessionCompleteResult::Type Result)
{
	// Get the OnlineSubsystem we want to work with
	IOnlineSubsystem* OnlineSub = IOnlineSubsystem::Get();
	if (OnlineSub)
	{
		// Get SessionInterface from the OnlineSubsystem
		IOnlineSessionPtr Sessions = OnlineSub->GetSessionInterface();

		if (Sessions.IsValid())
		{
			// Clear the Delegate again
			Sessions->ClearOnJoinSessionCompleteDelegate_Handle(OnJoinSessionCompleteDelegateHandle);

			// Get the first local PlayerController, so we can call "ClientTravel" to get to the Server Map
			// This is something the Blueprint Node "Join Session" does automatically!
			APlayerController * const PlayerController = GetFirstLocalPlayerController();

			// We need a FString to use ClientTravel and we can let the SessionInterface contruct such a
			// String for us by giving him the SessionName and an empty String. We want to do this, because
			// Every OnlineSubsystem uses different TravelURLs
			FString TravelURL;

			if (PlayerController && Sessions->GetResolvedConnectString(SessionName, TravelURL))
			{
				// Finally call the ClienTravel. If you want, you could print the TravelURL to see
				// how it really looks like
				PlayerController->ClientTravel(TravelURL, ETravelType::TRAVEL_Absolute);
			}
		}
	}
}
开发者ID:ZioYuri78,项目名称:Rade,代码行数:32,代码来源:RadeGameInstance.cpp

示例10: JoinGame

bool UUModGameInstance::JoinGame(FString ip, int32 port)
{
	IOnlineSubsystem* const OnlineSub = IOnlineSubsystem::Get();

	IOnlineSessionPtr Sessions = NULL;

	if (OnlineSub == NULL) {
		return false;
	}

	Sessions = OnlineSub->GetSessionInterface();

	if (!Sessions.IsValid()) {
		return false;
	}

	if (!CurSessionName.IsEmpty()){
		DestroyCurSession(Sessions);
		return false;
	}

	ULocalPlayer* const Player = GetFirstGamePlayer();
	FString str = ip + FString(":");	
	str.AppendInt(port);
	ConnectIP = str;

	Player->PlayerController->ClientTravel("LoadScreen", ETravelType::TRAVEL_Absolute);

	DelayedServerConnect = true;

	return false;
}
开发者ID:mrG7,项目名称:UMod,代码行数:32,代码来源:UModGameInstance.cpp

示例11: onClickEndGame

void AFPSGPlayerController::onClickEndGame() const
{
	//Make sure it is the server calling the function
	if (Role < ROLE_Authority && GetNetMode() == NM_Client) return;

	//GEngine->AddOnScreenDebugMessage(-1, 40.0f, FColor::Cyan, "AFPSGPlayerController::onClickEndGame");

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

	if (sessions.IsValid())
	{
		UWorld* world = GetWorld();
		AFPSGGameState* gameState = world != NULL ? world->GetGameState<AFPSGGameState>() : NULL;

		if (gameState != NULL)
		{
			//Retrieve the session state and match state
			EOnlineSessionState::Type sessionState = sessions->GetSessionState(GameSessionName);
			FName matchState = gameState->GetMatchState();

			//Only attempt to end the game if both the session and match are in progress
			if (sessionState == EOnlineSessionState::Type::InProgress && matchState == MatchState::InProgress)
			{
				gameState->onClickEndGame();
			}
		}
	}
}
开发者ID:Gardern,项目名称:FPSGame_code,代码行数:29,代码来源:FPSGPlayerController.cpp

示例12: OnJoinSessionComplete

void UOnlineSessionClient::OnJoinSessionComplete(FName SessionName, EOnJoinSessionCompleteResult::Type Result)
{
	UE_LOG(LogOnline, Verbose, TEXT("OnJoinSessionComplete %s bSuccess: %d"), *SessionName.ToString(), static_cast<int32>(Result));

	IOnlineSessionPtr SessionInt = GetSessionInt();

	if (SessionInt.IsValid())
	{
		SessionInt->ClearOnJoinSessionCompleteDelegate_Handle(OnJoinSessionCompleteDelegateHandle);

		if (Result == EOnJoinSessionCompleteResult::Success)
		{
			FString URL;
			if (SessionInt->GetResolvedConnectString(SessionName, URL))
			{
				APlayerController* PC = GetGameInstance()->GetFirstLocalPlayerController(GetWorld());
				if (PC)
				{
					if (bIsFromInvite)
					{
						URL += TEXT("?bIsFromInvite");
						bIsFromInvite = false;
					}
					PC->ClientTravel(URL, TRAVEL_Absolute);
				}
			}
			else
			{
				UE_LOG(LogOnline, Warning, TEXT("Failed to join session %s"), *SessionName.ToString());
			}
		}
	}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:33,代码来源:OnlineSessionClient.cpp

示例13: ClearOnlineDelegates

void UOnlineSessionClient::ClearOnlineDelegates()
{
	IOnlineSessionPtr SessionInt = GetSessionInt();
	if (SessionInt.IsValid())
	{
		SessionInt->ClearOnSessionUserInviteAcceptedDelegate_Handle(OnSessionUserInviteAcceptedDelegateHandle);
	}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:8,代码来源:OnlineSessionClient.cpp

示例14: TriggerDelegates

	/**
	 *	Async task is given a chance to trigger it's delegates
	 */
	virtual void TriggerDelegates() override
	{
		IOnlineSessionPtr SessionInt = Subsystem->GetSessionInterface();
		if (SessionInt.IsValid())
		{
			SessionInt->TriggerOnDestroySessionCompleteDelegates(SessionName, bWasSuccessful);
		}
	}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:11,代码来源:OnlineSessionInterfaceNull.cpp

示例15: DumpOnlineSessionState

void UCheatManager::DumpOnlineSessionState()
{
	IOnlineSessionPtr SessionInt = Online::GetSessionInterface(GetWorld());
	if (SessionInt.IsValid())
	{
		SessionInt->DumpSessionState();
	}
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:8,代码来源:CheatManager.cpp


注:本文中的IOnlineSessionPtr::IsValid方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。