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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ /** * This interface deals with the online games. It creates, destroys, performs * searches for online games. This interface is overloaded to provide custom * matchmaking services */ interface OnlineGameInterface dependson(OnlineSubsystem,OnlineGameSearch); /** * Creates an online game based upon the settings object specified. * NOTE: online game registration is an async process and does not complete * until the OnCreateOnlineGameComplete delegate is called. * * @param HostingPlayerNum the index of the player hosting the match * @param NewGameSettings the settings to use for the new game session * * @return true if successful creating the session, false otherwsie */ function bool CreateOnlineGame(byte HostingPlayerNum,OnlineGameSettings NewGameSettings); /** * Delegate fired when a create request has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnCreateOnlineGameComplete(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the online game they * created has completed the creation process * * @param CreateOnlineGameCompleteDelegate the delegate to use for notifications */ function AddCreateOnlineGameCompleteDelegate(delegate<OnCreateOnlineGameComplete> CreateOnlineGameCompleteDelegate); /** * Removes the delegate from the list of notifications * * @param CreateOnlineGameCompleteDelegate the delegate to use for notifications */ function ClearCreateOnlineGameCompleteDelegate(delegate<OnCreateOnlineGameComplete> CreateOnlineGameCompleteDelegate); /** * Updates the localized settings/properties for the game in question * * @param UpdatedGameSettings the object to update the game settings with * * @return true if successful creating the session, false otherwsie */ function bool UpdateOnlineGame(OnlineGameSettings UpdatedGameSettings); /** Returns the currently set game settings */ function OnlineGameSettings GetGameSettings(); /** * Destroys the current online game * NOTE: online game de-registration is an async process and does not complete * until the OnDestroyOnlineGameComplete delegate is called. * * @return true if successful destroying the session, false otherwsie */ function bool DestroyOnlineGame(); /** * Delegate fired when a destroying an online game has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnDestroyOnlineGameComplete(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the online game they * destroyed has completed the destruction process * * @param DestroyOnlineGameCompleteDelegate the delegate to use for notifications */ function AddDestroyOnlineGameCompleteDelegate(delegate<OnDestroyOnlineGameComplete> DestroyOnlineGameCompleteDelegate); /** * Removes the delegate from the list of notifications * * @param DestroyOnlineGameCompleteDelegate the delegate to use for notifications */ function ClearDestroyOnlineGameCompleteDelegate(delegate<OnDestroyOnlineGameComplete> DestroyOnlineGameCompleteDelegate); /** Query an individual server for additional information */ function bool QueryAuxServerInfo(byte SearchingPlayerNum,OnlineGameSearch SearchSettings,const out OnlineGameSearchResult Server); /** * Searches for games matching the settings specified * * @param SearchingPlayerNum the index of the player searching for a match * @param SearchSettings the desired settings that the returned sessions will have * * @return true if successful searching for sessions, false otherwise */ function bool FindOnlineGames(byte SearchingPlayerNum,OnlineGameSearch SearchSettings); /** * Delegate fired when the search for an online game has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnFindOnlineGamesComplete(bool bWasSuccessful); /** * Adds the delegate used to notify the gameplay code that the search they * kicked off has completed * * @param FindOnlineGamesCompleteDelegate the delegate to use for notifications */ function AddFindOnlineGamesCompleteDelegate(delegate<OnFindOnlineGamesComplete> FindOnlineGamesCompleteDelegate); /** * Removes the delegate from the notify list * * @param FindOnlineGamesCompleteDelegate the delegate to use for notifications */ function ClearFindOnlineGamesCompleteDelegate(delegate<OnFindOnlineGamesComplete> FindOnlineGamesCompleteDelegate); /** * Cancels the current search in progress if possible for that search type * * @return true if successful searching for sessions, false otherwise */ function bool CancelFindOnlineGames(); /** * Delegate fired when the cancellation of a search for an online game has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnCancelFindOnlineGamesComplete(bool bWasSuccessful); /** * Adds the delegate to the list to notify with * * @param CancelFindOnlineGamesCompleteDelegate the delegate to use for notifications */ function AddCancelFindOnlineGamesCompleteDelegate(delegate<OnCancelFindOnlineGamesComplete> CancelFindOnlineGamesCompleteDelegate); /** * Removes the delegate from the notify list * * @param CancelFindOnlineGamesCompleteDelegate the delegate to use for notifications */ function ClearCancelFindOnlineGamesCompleteDelegate(delegate<OnCancelFindOnlineGamesComplete> CancelFindOnlineGamesCompleteDelegate); /** * Returns the currently set game search object */ function OnlineGameSearch GetGameSearch(); /** * Cleans up any platform specific allocated data contained in the search results * * @param Search the object to free search results for * * @return true if successful, false otherwise */ function bool FreeSearchResults(optional OnlineGameSearch Search); /** * Joins the game specified * * @param PlayerNum the index of the player searching for a match * @param DesiredGame the desired game to join * * @return true if the call completed successfully, false otherwise */ function bool JoinOnlineGame(byte PlayerNum,const out OnlineGameSearchResult DesiredGame); /** * Delegate fired when the joing process for an online game has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnJoinOnlineGameComplete(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the join request they * kicked off has completed * * @param JoinOnlineGameCompleteDelegate the delegate to use for notifications */ function AddJoinOnlineGameCompleteDelegate(delegate<OnJoinOnlineGameComplete> JoinOnlineGameCompleteDelegate); /** * Removes the delegate from the list of notifications * * @param JoinOnlineGameCompleteDelegate the delegate to use for notifications */ function ClearJoinOnlineGameCompleteDelegate(delegate<OnJoinOnlineGameComplete> JoinOnlineGameCompleteDelegate); /** * Returns the platform specific connection information for joining the match. * Call this function from the delegate of join completion * * @param ConnectInfo the out var containing the platform specific connection information * * @return true if the call was successful, false otherwise */ function bool GetResolvedConnectString(out string ConnectInfo); /** * Registers a player with the online service as being part of the online game * * @param UniquePlayerId the player to register with the online service * @param bWasInvited whether the player was invited to the game or searched for it * * @return true if the call succeeds, false otherwise */ function bool RegisterPlayer(UniqueNetId PlayerId,bool bWasInvited); /** * Delegate fired when the registration process has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnRegisterPlayerComplete(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the player * registration request they submitted has completed * * @param RegisterPlayerCompleteDelegate the delegate to use for notifications */ function AddRegisterPlayerCompleteDelegate(delegate<OnRegisterPlayerComplete> RegisterPlayerCompleteDelegate); /** * Removes the delegate from the list of notifications * * @param RegisterPlayerCompleteDelegate the delegate to use for notifications */ function ClearRegisterPlayerCompleteDelegate(delegate<OnRegisterPlayerComplete> RegisterPlayerCompleteDelegate); /** * Unregisters a player with the online service as being part of the online game * * @param PlayerId the player to unregister with the online service * * @return true if the call succeeds, false otherwise */ function bool UnregisterPlayer(UniqueNetId PlayerId); /** * Delegate fired when the unregistration process has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnUnregisterPlayerComplete(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the player * unregistration request they submitted has completed * * @param UnregisterPlayerCompleteDelegate the delegate to use for notifications */ function AddUnregisterPlayerCompleteDelegate(delegate<OnUnregisterPlayerComplete> UnregisterPlayerCompleteDelegate); /** * Removes the delegate from the list of notifications * * @param UnregisterPlayerCompleteDelegate the delegate to use for notifications */ function ClearUnregisterPlayerCompleteDelegate(delegate<OnUnregisterPlayerComplete> UnregisterPlayerCompleteDelegate); /** * Marks an online game as in progress (as opposed to being in lobby) * * @return true if the call succeeds, false otherwise */ function bool StartOnlineGame(); /** * Delegate fired when the online game has transitioned to the started state * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnStartOnlineGameComplete(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the online game has * transitioned to the started state. * * @param StartOnlineGameCompleteDelegate the delegate to use for notifications */ function AddStartOnlineGameCompleteDelegate(delegate<OnStartOnlineGameComplete> StartOnlineGameCompleteDelegate); /** * Removes the delegate from the list of notifications * * @param StartOnlineGameCompleteDelegate the delegate to use for notifications */ function ClearStartOnlineGameCompleteDelegate(delegate<OnStartOnlineGameComplete> StartOnlineGameCompleteDelegate); /** * Marks an online game as having been ended * * @return true if the call succeeds, false otherwise */ function bool EndOnlineGame(); /** * Delegate fired when the online game has transitioned to the ending game state * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnEndOnlineGameComplete(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the online game has * transitioned to the ending state. * * @param EndOnlineGameCompleteDelegate the delegate to use for notifications */ function AddEndOnlineGameCompleteDelegate(delegate<OnEndOnlineGameComplete> EndOnlineGameCompleteDelegate); /** * Removes the delegate from the list of notifications * * @param EndOnlineGameCompleteDelegate the delegate to use for notifications */ function ClearEndOnlineGameCompleteDelegate(delegate<OnEndOnlineGameComplete> EndOnlineGameCompleteDelegate); /** * Returns the current state of the online game */ function EOnlineGameState GetOnlineGameState(); /** * Tells the game to register with the underlying arbitration server if available */ function bool RegisterForArbitration(); /** * Delegate fired when the online game has completed registration for arbitration * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnArbitrationRegistrationComplete(bool bWasSuccessful); /** * Sets the notification callback to use when arbitration registration has completed * * @param ArbitrationRegistrationCompleteDelegate the delegate to use for notifications */ function AddArbitrationRegistrationCompleteDelegate(delegate<OnArbitrationRegistrationComplete> ArbitrationRegistrationCompleteDelegate); /** * Removes the delegate from the list of notifications * * @param ArbitrationRegistrationCompleteDelegate the delegate to use for notifications */ function ClearArbitrationRegistrationCompleteDelegate(delegate<OnArbitrationRegistrationComplete> ArbitrationRegistrationCompleteDelegate); /** * Returns the list of arbitrated players for the arbitrated session */ function array<OnlineArbitrationRegistrant> GetArbitratedPlayers(); /** * Sets the delegate used to notify the gameplay code when a game invite has been accepted * * @param LocalUserNum the user to request notification for * @param GameInviteAcceptedDelegate the delegate to use for notifications */ function AddGameInviteAcceptedDelegate(byte LocalUserNum,delegate<OnGameInviteAccepted> GameInviteAcceptedDelegate); /** * Removes the delegate from the list of notifications * * @param GameInviteAcceptedDelegate the delegate to use for notifications */ function ClearGameInviteAcceptedDelegate(byte LocalUserNum,delegate<OnGameInviteAccepted> GameInviteAcceptedDelegate); /** * Called when a user accepts a game invitation. Allows the gameplay code a chance * to clean up any existing state before accepting the invite. The invite must be * accepted by calling AcceptGameInvite() on the OnlineGameInterface after clean up * has completed * * @param GameInviteSettings all of the game information for the game they've * accepted the invite to */ delegate OnGameInviteAccepted(OnlineGameSettings GameInviteSettings); /** * Tells the online subsystem to accept the game invite that is currently pending * * @param LocalUserNum the local user accepting the invite */ function bool AcceptGameInvite(byte LocalUserNum); /** * Updates the current session's skill rating using the list of players' skills * * @param Players the set of players to use in the skill calculation * * @return true if the update succeeded, false otherwise */ function bool RecalculateSkillRating(const out array<UniqueNetId> Players); defaultproperties { Name="Default__OnlineGameInterface" ObjectArchetype=Interface'Core.Default__Interface' } |
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