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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ /** * Holds the base configuration settings for an online game */ class OnlineGameSettings extends Settings native; /** The number of publicly available connections advertised */ var databinding int NumPublicConnections; /** The number of connections that are private (invite/password) only */ var databinding int NumPrivateConnections; /** The number of publicly available connections that are available (read only) */ var databinding int NumOpenPublicConnections; /** The number of private connections that are available (read only) */ var databinding int NumOpenPrivateConnections; /** The server's nonce for this session */ var const byte ServerNonce[8]; /** Max number of queries returned by the match finding service */ var int MaxSearchResults; /** Whether this match is publicly advertised on the online service */ var databinding bool bShouldAdvertise; /** This game will be lan only and not be visible to external players */ var databinding bool bIsLanMatch; /** Whether the match should gather stats or not */ var databinding bool bUsesStats; /** Whether joining in progress is allowed or not */ var databinding bool bAllowJoinInProgress; /** Whether the match allows invitations for this session or not */ var databinding bool bAllowInvites; /** Whether to display user presence information or not */ var databinding bool bUsesPresence; /** Whether joining via player presence is allowed or not */ var databinding bool bAllowJoinViaPresence; /** Whether the session should use arbitration or not */ var databinding bool bUsesArbitration; /** Whether the game is an invitation or searched for game */ var const bool bWasFromInvite; /** The owner of the game */ var databinding string OwningPlayerName; /** The unique net id of the player that owns this game */ var UniqueNetId OwningPlayerId; /** The ping of the server in milliseconds */ var databinding int PingInMs; /** Whether this server is a dedicated server or not */ var databinding bool bIsDedicated; /** Whether this server is a list play server or not */ var databinding bool bIsListPlay; /** The type of dedicated server (everyone, premium, etc) */ enum EDedicatedServerType { /** Anyone that can play MP can join */ DST_Standard, /** Anyone with a premium play account can join */ DST_Premium1, /** Anyone with the next level of premium play can join */ DST_Premium2 }; /** The type of server based upon player service restrictions */ var EDedicatedServerType DedicatedServerType; /** The average of player skills currently playing in this game */ var databinding float AverageSkillRating; /** The version of the engine the server is running */ var databinding const int EngineVersion; /** The minimum network version that is compatibile with the server */ var databinding const int MinNetVersion; /** The IP:Port of the server (set clientside when receiving server data) */ var databinding const string ServerIP; struct native PlayerRecord { /** The player name */ var string name; /** The player's score */ var int score; /** The ping of the player as known by the server */ var int ping; /** the name of the team the player is on, or empty when there are no teams*/ var string team; /** number of times the player has died */ var int deaths; /** the player id in the current game */ var int pid; }; /** Players currently playing on the server */ var array<PlayerRecord> Players; /** Settings which can be safely omitted from the server details */ /** Compared against the raw property name */ var array<name> OptionalDataBindingSettings; /** Compared against the localized settings 'ID' value */ var array<int> OptionalLocalizedSettings; /** Compared against the properties 'PropertyID' value */ var array<int> OptionalPropertySettings; /** Forces the removal of all optional settings (to test whether or not values are safe to remove) */ var bool bDebugRemoveOptionalSettings; /** * If a databinding setting wont fit into the server details results, give the script a chance to trim the data * NOTE: Value will be in the format: ",Property=Value" * * @param PropertyName The name of the property to be trimmed * @param MaxLen The maximum length of the string * @param Value The modified string value * * @return Whether or not the value was successfully trimmed */ event bool TrimDataBindingValue(name PropertyName, int MaxLen, out string Value) { return False; } /** * If a localized setting wont fit into the server details results, give the script a chance to trim the data * NOTE: Value will be in the format: ",Property=Value" * * @param ID The id of the localized value to be trimmed * @param MaxLen The maximum length of the string * @param Value The modified string value * * @return Whether or not the value was successfully trimmed */ event bool TrimLocalizedValue(int ID, int MaxLen, out string Value) { return False; } /** * If a property setting wont fit into the server details results, give the script a chance to trim the data * NOTE: Value will be in the format: ",Property=Value" * * @param PropertyId The id of the property setting to be trimmed * @param MaxLen The maximum length of the string * @param Value The modified string value * * @return Whether or not the value was successfully trimmed */ event bool TrimPropertyValue(int PropertyID, int MaxLen, out string Value) { return False; } defaultproperties { bShouldAdvertise=True bUsesStats=True bAllowJoinInProgress=True bAllowInvites=True bUsesPresence=True bAllowJoinViaPresence=True AverageSkillRating=1000.000000 Name="Default__OnlineGameSettings" ObjectArchetype=Settings'Engine.Default__Settings' } |
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