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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ /** * This interface provides accessors to the platform specific player methods. * NOTE: All players are referenced by their controller number, which is * zero on the PC. */ interface OnlinePlayerInterface dependson(OnlineSubsystem); /** * Delegate used in login notifications */ delegate OnLoginChange(); /** * Delegate used to notify when a login request was cancelled by the user */ delegate OnLoginCancelled(); /** * Delegate used in mute list change notifications */ delegate OnMutingChange(); /** * Delegate used in friends list change notifications */ delegate OnFriendsChange(); /** * Displays the UI that prompts the user for their login credentials. Each * platform handles the authentication of the user's data. * * @param bShowOnlineOnly whether to only display online enabled profiles or not * * @return TRUE if it was able to show the UI, FALSE if it failed */ function bool ShowLoginUI(optional bool bShowOnlineOnly = false); /** * Logs the player into the online service. If this fails, it generates a * OnLoginFailed notification * * @param LocalUserNum the controller number of the associated user * @param LoginName the unique identifier for the player * @param Password the password for this account * @param bWantsLocalOnly whether the player wants to sign in locally only or not * * @return true if the async call started ok, false otherwise */ function bool Login(byte LocalUserNum,string LoginName,string Password,optional bool bWantsLocalOnly); /** * Logs the player into the online service using parameters passed on the * command line. Expects -Login=<UserName> -Password=<password>. If either * are missing, the function returns false and doesn't start the login * process * * @return true if the async call started ok, false otherwise */ function bool AutoLogin(); /** * Delegate used in notifying the UI/game that the manual login failed * * @param LocalUserNum the controller number of the associated user * @param ErrorCode the async error code that occurred */ delegate OnLoginFailed(byte LocalUserNum,EOnlineServerConnectionStatus ErrorCode); /** * Sets the delegate used to notify the gameplay code that a login failed * * @param LocalUserNum the controller number of the associated user * @param LoginDelegate the delegate to use for notifications */ function AddLoginFailedDelegate(byte LocalUserNum,delegate<OnLoginFailed> LoginDelegate); /** * Removes the specified delegate from the notification list * * @param LocalUserNum the controller number of the associated user * @param LoginDelegate the delegate to use for notifications */ function ClearLoginFailedDelegate(byte LocalUserNum,delegate<OnLoginFailed> LoginDelegate); /** * Signs the player out of the online service * * @param LocalUserNum the controller number of the associated user * * @return TRUE if the call succeeded, FALSE otherwise */ function bool Logout(byte LocalUserNum); /** * Delegate used in notifying the UI/game that the manual logout completed * * @param bWasSuccessful whether the async call completed properly or not */ delegate OnLogoutCompleted(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that a logout completed * * @param LocalUserNum the controller number of the associated user * @param LogoutDelegate the delegate to use for notifications */ function AddLogoutCompletedDelegate(byte LocalUserNum,delegate<OnLogoutCompleted> LogoutDelegate); /** * Removes the specified delegate from the notification list * * @param LocalUserNum the controller number of the associated user * @param LogoutDelegate the delegate to use for notifications */ function ClearLogoutCompletedDelegate(byte LocalUserNum,delegate<OnLogoutCompleted> LogoutDelegate); /** * Fetches the login status for a given player * * @param LocalUserNum the controller number of the associated user * * @return the enum value of their status */ function ELoginStatus GetLoginStatus(byte LocalUserNum); /** * Gets the platform specific unique id for the specified player * * @param LocalUserNum the controller number of the associated user * @param PlayerId the byte array that will receive the id * * @return TRUE if the call succeeded, FALSE otherwise */ function bool GetUniquePlayerId(byte LocalUserNum,out UniqueNetId PlayerId); /** * Reads the player's nick name from the online service * * @param LocalUserNum the controller number of the associated user * * @return a string containing the players nick name */ function string GetPlayerNickname(byte LocalUserNum); /** * Determines whether the player is allowed to play online * * @param LocalUserNum the controller number of the associated user * * @return the Privilege level that is enabled */ function EFeaturePrivilegeLevel CanPlayOnline(byte LocalUserNum); /** * Determines whether the player is allowed to use voice or text chat online * * @param LocalUserNum the controller number of the associated user * * @return the Privilege level that is enabled */ function EFeaturePrivilegeLevel CanCommunicate(byte LocalUserNum); /** * Determines whether the player is allowed to download user created content * * @param LocalUserNum the controller number of the associated user * * @return the Privilege level that is enabled */ function EFeaturePrivilegeLevel CanDownloadUserContent(byte LocalUserNum); /** * Determines whether the player is allowed to buy content online * * @param LocalUserNum the controller number of the associated user * * @return the Privilege level that is enabled */ function EFeaturePrivilegeLevel CanPurchaseContent(byte LocalUserNum); /** * Determines whether the player is allowed to view other people's player profile * * @param LocalUserNum the controller number of the associated user * * @return the Privilege level that is enabled */ function EFeaturePrivilegeLevel CanViewPlayerProfiles(byte LocalUserNum); /** * Determines whether the player is allowed to have their online presence * information shown to remote clients * * @param LocalUserNum the controller number of the associated user * * @return the Privilege level that is enabled */ function EFeaturePrivilegeLevel CanShowPresenceInformation(byte LocalUserNum); /** * Checks that a unique player id is part of the specified user's friends list * * @param LocalUserNum the controller number of the associated user * @param PlayerId the id of the player being checked * * @return TRUE if a member of their friends list, FALSE otherwise */ function bool IsFriend(byte LocalUserNum,UniqueNetId PlayerId); /** * Checks that whether a group of player ids are among the specified player's * friends * * @param LocalUserNum the controller number of the associated user * @param Query an array of players to check for being included on the friends list * * @return TRUE if the call succeeded, FALSE otherwise */ function bool AreAnyFriends(byte LocalUserNum,out array<FriendsQuery> Query); /** * Checks that a unique player id is on the specified user's mute list * * @param LocalUserNum the controller number of the associated user * @param PlayerId the id of the player being checked * * @return TRUE if the player should be muted, FALSE otherwise */ function bool IsMuted(byte LocalUserNum,UniqueNetId PlayerId); /** * Displays the UI that shows a user's list of friends * * @param LocalUserNum the controller number of the associated user * * @return TRUE if it was able to show the UI, FALSE if it failed */ function bool ShowFriendsUI(byte LocalUserNum); /** * Sets the delegate used to notify the gameplay code that a login changed * * @param LoginDelegate the delegate to use for notifications * @param LocalUserNum whether to watch for changes on a specific slot or all slots */ function AddLoginChangeDelegate(delegate<OnLoginChange> LoginDelegate,optional byte LocalUserNum = 255); /** * Removes the specified delegate from the notification list * * @param LoginDelegate the delegate to use for notifications * @param LocalUserNum whether to watch for changes on a specific slot or all slots */ function ClearLoginChangeDelegate(delegate<OnLoginChange> LoginDelegate,optional byte LocalUserNum = 255); /** * Adds a delegate to the list of delegates that are fired when a login is cancelled * * @param CancelledDelegate the delegate to add to the list */ function AddLoginCancelledDelegate(delegate<OnLoginCancelled> CancelledDelegate); /** * Removes the specified delegate from the notification list * * @param CancelledDelegate the delegate to remove fromt he list */ function ClearLoginCancelledDelegate(delegate<OnLoginCancelled> CancelledDelegate); /** * Sets the delegate used to notify the gameplay code that a muting list changed * * @param MutingDelegate the delegate to use for notifications */ function AddMutingChangeDelegate(delegate<OnMutingChange> MutingDelegate); /** * Clears the delegate used to notify the gameplay code that a muting list changed * * @param MutingDelegate the delegate to use for notifications */ function ClearMutingChangeDelegate(delegate<OnMutingChange> MutingDelegate); /** * Sets the delegate used to notify the gameplay code that a friends list changed * * @param LocalUserNum the user to read the friends list of * @param FriendsDelegate the delegate to use for notifications */ function AddFriendsChangeDelegate(byte LocalUserNum,delegate<OnFriendsChange> FriendsDelegate); /** * Sets the delegate used to notify the gameplay code that a friends list changed * * @param LocalUserNum the user to read the friends list of * @param FriendsDelegate the delegate to use for notifications */ function ClearFriendsChangeDelegate(byte LocalUserNum,delegate<OnFriendsChange> FriendsDelegate); /** * Reads the online profile settings for a given user * * @param LocalUserNum the user that we are reading the data for * @param ProfileSettings the object to copy the results to and contains the list of items to read * * @return true if the call succeeds, false otherwise */ function bool ReadProfileSettings(byte LocalUserNum,OnlineProfileSettings ProfileSettings); /** * Delegate used when the last read profile settings request has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnReadProfileSettingsComplete(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the last read request has completed * * @param LocalUserNum which user to watch for read complete notifications * @param ReadProfileSettingsCompleteDelegate the delegate to use for notifications */ function AddReadProfileSettingsCompleteDelegate(byte LocalUserNum,delegate<OnReadProfileSettingsComplete> ReadProfileSettingsCompleteDelegate); /** * Searches the existing set of delegates for the one specified and removes it * from the list * * @param LocalUserNum which user to watch for read complete notifications * @param ReadProfileSettingsCompleteDelegate the delegate to find and clear */ function ClearReadProfileSettingsCompleteDelegate(byte LocalUserNum,delegate<OnReadProfileSettingsComplete> ReadProfileSettingsCompleteDelegate); /** * Returns the online profile settings for a given user * * @param LocalUserNum the user that we are reading the data for * * @return the profile settings object */ function OnlineProfileSettings GetProfileSettings(byte LocalUserNum); /** * Writes the online profile settings for a given user to the online data store * * @param LocalUserNum the user that we are writing the data for * @param ProfileSettings the list of settings to write out * * @return true if the call succeeds, false otherwise */ function bool WriteProfileSettings(byte LocalUserNum,OnlineProfileSettings ProfileSettings); /** * Delegate used when the last write profile settings request has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnWriteProfileSettingsComplete(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the last write request has completed * * @param LocalUserNum which user to watch for write complete notifications * @param WriteProfileSettingsCompleteDelegate the delegate to use for notifications */ function AddWriteProfileSettingsCompleteDelegate(byte LocalUserNum,delegate<OnWriteProfileSettingsComplete> WriteProfileSettingsCompleteDelegate); /** * Clears the delegate used to notify the gameplay code that the last write request has completed * * @param LocalUserNum which user to watch for write complete notifications * @param WriteProfileSettingsCompleteDelegate the delegate to use for notifications */ function ClearWriteProfileSettingsCompleteDelegate(byte LocalUserNum,delegate<OnWriteProfileSettingsComplete> WriteProfileSettingsCompleteDelegate); /** * Starts an async task that retrieves the list of friends for the player from the * online service. The list can be retrieved in whole or in part. * * @param LocalUserNum the user to read the friends list of * @param Count the number of friends to read or zero for all * @param StartingAt the index of the friends list to start at (for pulling partial lists) * * @return true if the read request was issued successfully, false otherwise */ function bool ReadFriendsList(byte LocalUserNum,optional int Count,optional int StartingAt); /** * Delegate used when the friends read request has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnReadFriendsComplete(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the friends read request has completed * * @param LocalUserNum the user to read the friends list of * @param ReadFriendsCompleteDelegate the delegate to use for notifications */ function AddReadFriendsCompleteDelegate(byte LocalUserNum,delegate<OnReadFriendsComplete> ReadFriendsCompleteDelegate); /** * Clears the delegate used to notify the gameplay code that the friends read request has completed * * @param LocalUserNum the user to read the friends list of * @param ReadFriendsCompleteDelegate the delegate to use for notifications */ function ClearReadFriendsCompleteDelegate(byte LocalUserNum,delegate<OnReadFriendsComplete> ReadFriendsCompleteDelegate); /** * Copies the list of friends for the player previously retrieved from the online * service. The list can be retrieved in whole or in part. * * @param LocalUserNum the user to read the friends list of * @param Friends the out array that receives the copied data * @param Count the number of friends to read or zero for all * @param StartingAt the index of the friends list to start at (for pulling partial lists) * * @return OERS_Done if the read has completed, otherwise one of the other states */ function EOnlineEnumerationReadState GetFriendsList(byte LocalUserNum,out array<OnlineFriend> Friends,optional int Count,optional int StartingAt); /** * Sets the online status information to use for the specified player. Used to * tell other players what the player is doing (playing, menus, away, etc.) * * @param LocalUserNum the controller number of the associated user * @param StatusId the status id to use (maps to strings where possible) * @param LocalizedStringSettings the list of localized string settings to set * @param Properties the list of properties to set */ function SetOnlineStatus(byte LocalUserNum,int StatusId,const out array<LocalizedStringSetting> LocalizedStringSettings,const out array<SettingsProperty> Properties); /** * Displays the UI that shows the keyboard for inputing text * * @param LocalUserNum the controller number of the associated user * @param TitleText the title to display to the user * @param DescriptionText the text telling the user what to input * @param bIsPassword whether the item being entered is a password or not * @param bShouldValidate whether to apply the string validation API after input or not * @param DefaultText the default string to display * @param MaxResultLength the maximum length string expected to be filled in * * @return TRUE if it was able to show the UI, FALSE if it failed */ function bool ShowKeyboardUI(byte LocalUserNum,string TitleText,string DescriptionText, optional bool bIsPassword = false, optional bool bShouldValidate = true, optional string DefaultText, optional int MaxResultLength = 256); /** * Adds the delegate used to notify the gameplay code that the user has completed * their keyboard input * * @param InputDelegate the delegate to use for notifications */ function AddKeyboardInputDoneDelegate(delegate<OnKeyboardInputComplete> InputDelegate); /** * Clears the delegate used to notify the gameplay code that the user has completed * their keyboard input * * @param InputDelegate the delegate to use for notifications */ function ClearKeyboardInputDoneDelegate(delegate<OnKeyboardInputComplete> InputDelegate); /** * Fetches the results of the input * * @param bWasCanceled whether the user cancelled the input or not * * @return the string entered by the user. Note the string will be empty if it * fails validation */ function string GetKeyboardInputResults(out byte bWasCanceled); /** * Delegate used when the keyboard input request has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnKeyboardInputComplete(bool bWasSuccessful); /** * Sends a friend invite to the specified player * * @param LocalUserNum the user that is sending the invite * @param NewFriend the player to send the friend request to * @param Message the message to display to the recipient * * @return true if successful, false otherwise */ function bool AddFriend(byte LocalUserNum,UniqueNetId NewFriend,optional string Message); /** * Sends a friend invite to the specified player nick * * @param LocalUserNum the user that is sending the invite * @param FriendName the name of the player to send the invite to * @param Message the message to display to the recipient * * @return true if successful, false otherwise */ function bool AddFriendByName(byte LocalUserNum,string FriendName,optional string Message); /** * Called when a friend invite arrives for a local player * * @param bWasSuccessful true if successfully added, false if not found or failed */ delegate OnAddFriendByNameComplete(bool bWasSuccessful); /** * Adds the delegate used to notify the gameplay code that the user has received a friend invite * * @param LocalUserNum the user associated with the notification * @param FriendDelegate the delegate to use for notifications */ function AddAddFriendByNameCompleteDelegate(byte LocalUserNum,delegate<OnAddFriendByNameComplete> FriendDelegate); /** * Removes the delegate specified from the list * * @param LocalUserNum the user associated with the notification * @param FriendDelegate the delegate to use for notifications */ function ClearAddFriendByNameCompleteDelegate(byte LocalUserNum,delegate<OnAddFriendByNameComplete> FriendDelegate); /** * Used to accept a friend invite sent to this player * * @param LocalUserNum the user the invite is for * @param RequestingPlayer the player the invite is from * * @param true if successful, false otherwise */ function bool AcceptFriendInvite(byte LocalUserNum,UniqueNetId RequestingPlayer); /** * Used to deny a friend request sent to this player * * @param LocalUserNum the user the invite is for * @param RequestingPlayer the player the invite is from * * @param true if successful, false otherwise */ function bool DenyFriendInvite(byte LocalUserNum,UniqueNetId RequestingPlayer); /** * Removes a friend from the player's friend list * * @param LocalUserNum the user that is removing the friend * @param FormerFriend the player to remove from the friend list * * @return true if successful, false otherwise */ function bool RemoveFriend(byte LocalUserNum,UniqueNetId FormerFriend); /** * Called when a friend invite arrives for a local player * * @param LocalUserNum the user that is receiving the invite * @param RequestingPlayer the player sending the friend request * @param RequestingNick the nick of the player sending the friend request * @param Message the message to display to the recipient */ delegate OnFriendInviteReceived(byte LocalUserNum,UniqueNetId RequestingPlayer,string RequestingNick,string Message); /** * Adds the delegate used to notify the gameplay code that the user has received a friend invite * * @param LocalUserNum the user associated with the notification * @param InviteDelegate the delegate to use for notifications */ function AddFriendInviteReceivedDelegate(byte LocalUserNum,delegate<OnFriendInviteReceived> InviteDelegate); /** * Removes the delegate specified from the list * * @param LocalUserNum the user associated with the notification * @param InviteDelegate the delegate to use for notifications */ function ClearFriendInviteReceivedDelegate(byte LocalUserNum,delegate<OnFriendInviteReceived> InviteDelegate); /** * Sends a message to a friend * * @param LocalUserNum the user that is sending the message * @param Friend the player to send the message to * @param Message the message to display to the recipient * * @return true if successful, false otherwise */ function bool SendMessageToFriend(byte LocalUserNum,UniqueNetId Friend,string Message); /** * Sends an invitation to play in the player's current session * * @param LocalUserNum the user that is sending the invite * @param Friend the player to send the invite to * @param Text the text of the message for the invite * * @return true if successful, false otherwise */ function bool SendGameInviteToFriend(byte LocalUserNum,UniqueNetId Friend,optional string Text); /** * Sends invitations to play in the player's current session * * @param LocalUserNum the user that is sending the invite * @param Friends the player to send the invite to * @param Text the text of the message for the invite * * @return true if successful, false otherwise */ function bool SendGameInviteToFriends(byte LocalUserNum,array<UniqueNetId> Friends,optional string Text); /** * Called when the online system receives a game invite that needs handling * * @param LocalUserNum the user that is receiving the invite * @param InviterName the nick name of the person sending the invite */ delegate OnReceivedGameInvite(byte LocalUserNum,string InviterName); /** * Adds the delegate used to notify the gameplay code that the user has received a game invite * * @param LocalUserNum the user associated with the notification * @param ReceivedGameInviteDelegate the delegate to use for notifications */ function AddReceivedGameInviteDelegate(byte LocalUserNum,delegate<OnReceivedGameInvite> ReceivedGameInviteDelegate); /** * Removes the delegate specified from the list * * @param LocalUserNum the user associated with the notification * @param ReceivedGameInviteDelegate the delegate to use for notifications */ function ClearReceivedGameInviteDelegate(byte LocalUserNum,delegate<OnReceivedGameInvite> ReceivedGameInviteDelegate); /** * Allows the local player to follow a friend into a game * * @param LocalUserNum the local player wanting to join * @param Friend the player that is being followed * * @return true if the async call worked, false otherwise */ function bool JoinFriendGame(byte LocalUserNum,UniqueNetId Friend); /** * Called once the join task has completed * * @param bWasSuccessful the session was found and is joinable, false otherwise */ delegate OnJoinFriendGameComplete(bool bWasSuccessful); /** * Sets the delegate used to notify when the join friend is complete * * @param JoinFriendGameCompleteDelegate the delegate to use for notifications */ function AddJoinFriendGameCompleteDelegate(delegate<OnJoinFriendGameComplete> JoinFriendGameCompleteDelegate); /** * Removes the delegate from the list of notifications * * @param JoinFriendGameCompleteDelegate the delegate to use for notifications */ function ClearJoinFriendGameCompleteDelegate(delegate<OnJoinFriendGameComplete> JoinFriendGameCompleteDelegate); /** * Returns the list of messages for the specified player * * @param LocalUserNum the local player wanting to join * @param FriendMessages the set of messages cached locally for the player */ function GetFriendMessages(byte LocalUserNum,out array<OnlineFriendMessage> FriendMessages); /** * Called when a friend invite arrives for a local player * * @param LocalUserNum the user that is receiving the message * @param SendingPlayer the player sending the message * @param SendingNick the nick of the player sending the message * @param Message the message to display to the recipient */ delegate OnFriendMessageReceived(byte LocalUserNum,UniqueNetId SendingPlayer,string SendingNick,string Message); /** * Adds the delegate used to notify the gameplay code that the user has received a friend invite * * @param LocalUserNum the user associated with the notification * @param MessageDelegate the delegate to use for notifications */ function AddFriendMessageReceivedDelegate(byte LocalUserNum,delegate<OnFriendMessageReceived> MessageDelegate); /** * Removes the delegate specified from the list * * @param LocalUserNum the user associated with the notification * @param MessageDelegate the delegate to use for notifications */ function ClearFriendMessageReceivedDelegate(byte LocalUserNum,delegate<OnFriendMessageReceived> MessageDelegate); /** * Deletes a message from the list of messages * * @param LocalUserNum the user that is deleting the message * @param MessageIndex the index of the message to delete * * @return true if the message was deleted, false otherwise */ function bool DeleteMessage(byte LocalUserNum,int MessageIndex); defaultproperties { Name="Default__OnlinePlayerInterface" ObjectArchetype=Interface'Core.Default__Interface' } |
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