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C++ IOnlineSubsystem::GetSessionInterface方法代码示例

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


在下文中一共展示了IOnlineSubsystem::GetSessionInterface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: 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2: RegisterOnlineDelegates

/**
 * Register all delegates needed to manage online sessions
 */
void UOnlineSessionClient::RegisterOnlineDelegates(UWorld* InWorld)
{
	IOnlineSubsystem* OnlineSub = Online::GetSubsystem(InWorld);
	if (OnlineSub)
	{
		SessionInt = OnlineSub->GetSessionInterface();
		if (SessionInt.IsValid())
		{
			int32 ControllerId = GetControllerId();
			if (ControllerId != INVALID_CONTROLLERID)
			{
				// Always on the lookout for invite acceptance (via actual invite or join from external ui)
				OnSessionInviteAcceptedDelegate = FOnSessionInviteAcceptedDelegate::CreateUObject(this, &UOnlineSessionClient::OnSessionInviteAccepted);
				SessionInt->AddOnSessionInviteAcceptedDelegate(ControllerId, OnSessionInviteAcceptedDelegate);
			}
		}

		OnJoinSessionCompleteDelegate = FOnJoinSessionCompleteDelegate::CreateUObject(this, &UOnlineSessionClient::OnJoinSessionComplete);
		OnEndForJoinSessionCompleteDelegate = FOnEndSessionCompleteDelegate::CreateUObject(this, &UOnlineSessionClient::OnEndForJoinSessionComplete);
		OnDestroyForJoinSessionCompleteDelegate = FOnDestroySessionCompleteDelegate::CreateUObject(this, &UOnlineSessionClient::OnDestroyForJoinSessionComplete);
	}

	// Register disconnect delegate even if we don't have an online system
	OnDestroyForMainMenuCompleteDelegate = FOnDestroySessionCompleteDelegate::CreateUObject(this, &UOnlineSessionClient::OnDestroyForMainMenuComplete);
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:28,代码来源:OnlineSessionClient.cpp

示例3: 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4: 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5: 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6: 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7: 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: 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10: DestroySessionAndLeaveGame

// Destroy Session 
void URadeGameInstance::DestroySessionAndLeaveGame()
{
	IOnlineSubsystem* OnlineSub = IOnlineSubsystem::Get();
	if (OnlineSub)
	{
		IOnlineSessionPtr Sessions = OnlineSub->GetSessionInterface();

		if (Sessions.IsValid())
		{
			Sessions->AddOnDestroySessionCompleteDelegate_Handle(OnDestroySessionCompleteDelegate);

			Sessions->DestroySession(GameSessionName);
		}
	}
}
开发者ID:ZioYuri78,项目名称:Rade,代码行数:16,代码来源:RadeGameInstance.cpp

示例11: onClickQuitToMainMenu

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

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

	if (!sessions.IsValid()) return;

	UWorld* world = GetWorld();
	AFPSGGameState* gameState = world != NULL ? world->GetGameState<AFPSGGameState>() : NULL;

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

		if (Role == ROLE_Authority && GetNetMode() < NM_Client)
		{
			sessionState = sessions->GetSessionState(GameSessionName);
		}
		else
		{
			sessionState = PlayerState != NULL ? sessions->GetSessionState(PlayerState->SessionName) : EOnlineSessionState::Type::NoSession;
		}

		//Only attempt to end the game if both the session and match are in progress
		if (sessionState == EOnlineSessionState::Type::InProgress && matchState == MatchState::InProgress)
		{
			//Check if it is a server or client that wants to quit to the main menu
			if (Role == ROLE_Authority && GetNetMode() < NM_Client)
			{
				gameState->onClickQuitToMainMenu();
			}
			else
			{
				//Client will end and destroy its session locally, and then return to the main menu
				clientEndSession();
				clientOnlineMatchHasEnded(EEndMatchReason::NONE);
				clientDestroySession();
				ClientReturnToMainMenu_Implementation("");
			}
		}
	}
}
开发者ID:Gardern,项目名称:FPSGame_code,代码行数:46,代码来源:FPSGPlayerController.cpp

示例12: OnEndSessionComplete

/**
 * Delegate fired when ending an online session 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 AShooterPlayerController::OnEndSessionComplete(FName SessionName, bool bWasSuccessful)
{
	UE_LOG(LogOnline, Log, TEXT("OnEndSessionComplete: Session=%s bWasSuccessful=%s"), *SessionName.ToString(), bWasSuccessful ? TEXT("true") : TEXT("false") );

	IOnlineSubsystem* OnlineSub = IOnlineSubsystem::Get();
	if (OnlineSub)
	{
		IOnlineSessionPtr Sessions = OnlineSub->GetSessionInterface();
		if (Sessions.IsValid())
		{
			Sessions->ClearOnEndSessionCompleteDelegate(OnEndSessionCompleteDelegate);
		}
	}

	// continue
	CleanupSessionOnReturnToMenu();
}
开发者ID:rob422lou,项目名称:Perdix,代码行数:23,代码来源:ShooterPlayerController.cpp

示例13: OnStartOnlineGameComplete

void UUModGameInstance::OnStartOnlineGameComplete(FName SessionName, bool bWasSuccessful)
{
	GEngine->AddOnScreenDebugMessage(-1, 10.f, FColor::Red, FString::Printf(TEXT("OnStartSessionComplete %s, %d"), *SessionName.ToString(), bWasSuccessful));

	IOnlineSubsystem* OnlineSub = IOnlineSubsystem::Get();
	if (OnlineSub)
	{
		IOnlineSessionPtr Sessions = OnlineSub->GetSessionInterface();
		if (Sessions.IsValid())
		{
			Sessions->ClearOnStartSessionCompleteDelegate_Handle(OnStartSessionCompleteDelegateHandle);
		}
	}
	
	if (bWasSuccessful)
	{
		DelayedRunMap = true;
	}	
}
开发者ID:mrG7,项目名称:UMod,代码行数:19,代码来源:UModGameInstance.cpp

示例14: FindSessions

/**
*	Find an online session
*
*	@param UserId user that initiated the request
*	@param SessionName name of session this search will generate
*	@param bIsLAN are we searching LAN matches
*	@param bIsPresence are we searching presence sessions
*/
void URadeGameInstance::FindSessions(TSharedPtr<const FUniqueNetId> UserId, FName SessionName, bool bIsLAN, bool bIsPresence)
{
	// Get the OnlineSubsystem we want to work with
	IOnlineSubsystem* OnlineSub = IOnlineSubsystem::Get();

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

		if (Sessions.IsValid() && UserId.IsValid())
		{
			/*
			Fill in all the SearchSettings, like if we are searching for a LAN game and how many results we want to have!
			*/
			SessionSearch = MakeShareable(new FOnlineSessionSearch());

			SessionSearch->bIsLanQuery = bIsLAN;
			SessionSearch->MaxSearchResults = 20;
			SessionSearch->PingBucketSize = 50;

			// We only want to set this Query Setting if "bIsPresence" is true
			if (bIsPresence)
			{
				SessionSearch->QuerySettings.Set(SEARCH_PRESENCE, bIsPresence, EOnlineComparisonOp::Equals);
			}

			TSharedRef<FOnlineSessionSearch> SearchSettingsRef = SessionSearch.ToSharedRef();

			// Set the Delegate to the Delegate Handle of the FindSession function
			OnFindSessionsCompleteDelegateHandle = Sessions->AddOnFindSessionsCompleteDelegate_Handle(OnFindSessionsCompleteDelegate);

			// Finally call the SessionInterface function. The Delegate gets called once this is finished
			Sessions->FindSessions(*UserId, SearchSettingsRef);
		}
	}
	else
	{
		// If something goes wrong, just call the Delegate Function directly with "false".
		OnFindSessionsComplete(false);
	}
}
开发者ID:ZioYuri78,项目名称:Rade,代码行数:51,代码来源:RadeGameInstance.cpp

示例15: 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


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