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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ /** * This class is responsible for mapping properties in an OnlineGameSettings * object to something that the UI system can consume. */ class UIDataProvider_OnlineProfileSettings extends UIDataProvider_OnlinePlayerDataBase native(inherit) dependson(OnlineSubsystem) transient; /** The profile settings that are used to load/save with the online subsystem */ var OnlineProfileSettings Profile; /** For displaying in the provider tree */ var const name ProviderName; /** * If there was an error, it was possible the read was already in progress. This * indicates to re-read upon a good completion */ var bool bWasErrorLastRead; /** Keeps a list of providers for each profile settings id */ struct native ProfileSettingsArrayProvider { /** The profile settings id that this provider is for */ var int ProfileSettingsId; /** Cached to avoid extra look ups */ var name ProfileSettingsName; /** The provider object to expose the data with */ var UIDataProvider_OnlineProfileSettingsArray Provider; }; /** The list of mappings from settings id to their provider */ var array<ProfileSettingsArrayProvider> ProfileSettingsArrayProviders; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** * Binds the player to this provider. Starts the async friends list gathering * * @param InPlayer the player that we are retrieving friends for */ event OnRegister(LocalPlayer InPlayer) { local OnlineSubsystem OnlineSub; local OnlinePlayerInterface PlayerInterface; Super.OnRegister(InPlayer); // If the player is None, we are in the editor if (Player != None) { // Figure out if we have an online subsystem registered OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { // Grab the player interface to verify the subsystem supports it PlayerInterface = OnlineSub.PlayerInterface; if (PlayerInterface != None) { // Register that we are interested in any sign in change for this player PlayerInterface.AddLoginChangeDelegate(OnLoginChange,Player.ControllerId); // Set our callback function per player PlayerInterface.AddReadProfileSettingsCompleteDelegate(Player.ControllerId,OnReadProfileComplete); // Start the async task if (PlayerInterface.ReadProfileSettings(Player.ControllerId,Profile) == false) { bWasErrorLastRead = true; WarnInternal("Can't retrieve profile for player ("$Player.ControllerId$")"); } } else { WarnInternal("OnlineSubsystem does not support the player interface. Can't retrieve profile for player ("$ Player.ControllerId$")"); } } else { WarnInternal("No OnlineSubsystem present. Can't retrieve profile for player ("$ Player.ControllerId$")"); } } } /** * Clears our delegate for getting login change notifications */ event OnUnregister() { local OnlineSubsystem OnlineSub; local OnlinePlayerInterface PlayerInterface; // Figure out if we have an online subsystem registered OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { // Grab the player interface to verify the subsystem supports it PlayerInterface = OnlineSub.PlayerInterface; if (PlayerInterface != None) { // Clear our delegate PlayerInterface.ClearLoginChangeDelegate(OnLoginChange,Player.ControllerId); // Clear our callback function per player PlayerInterface.ClearReadProfileSettingsCompleteDelegate(Player.ControllerId,OnReadProfileComplete); } } Super.OnUnregister(); } /** * Handles the notification that the async read of the profile data is done * * @param bWasSuccessful whether the call succeeded or not */ function OnReadProfileComplete(bool bWasSuccessful) { local OnlineSubsystem OnlineSub; local OnlinePlayerInterface PlayerInterface; if (bWasSuccessful == true) { if (!bWasErrorLastRead) { // Notify any subscribers that we have new data NotifyPropertyChanged(); } else { // Figure out if we have an online subsystem registered OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { // Grab the player interface to verify the subsystem supports it PlayerInterface = OnlineSub.PlayerInterface; if (PlayerInterface != None) { bWasErrorLastRead = false; // Read again to copy any data from a read in progress if (PlayerInterface.ReadProfileSettings(Player.ControllerId,Profile) == false) { bWasErrorLastRead = true; WarnInternal("Can't retrieve profile for player ("$Player.ControllerId$")"); } } } } } else { bWasErrorLastRead = true; LogInternal("Failed to read online profile data"); } } /** * Executes a refetching of the profile data when the login for this player * changes */ function OnLoginChange() { local OnlineSubsystem OnlineSub; local OnlinePlayerInterface PlayerInterface; // Figure out if we have an online subsystem registered OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { // Grab the player interface to verify the subsystem supports it PlayerInterface = OnlineSub.PlayerInterface; if (PlayerInterface != None) { LogInternal("Login change...requerying profile data"); // Start the async task if (PlayerInterface.ReadProfileSettings(Player.ControllerId,Profile) == false) { WarnInternal("Can't retrieve profile data for player ("$Player.ControllerId$")"); // Notify any owner data stores that we have changed data NotifyPropertyChanged(); } } } } /** * Writes the profile data to the online subsystem for this user */ event bool SaveProfileData() { local OnlineSubsystem OnlineSub; local OnlinePlayerInterface PlayerInterface; // Figure out if we have an online subsystem registered OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { // Grab the player interface to verify the subsystem supports it PlayerInterface = OnlineSub.PlayerInterface; if (PlayerInterface != None) { // Start the async task return PlayerInterface.WriteProfileSettings(Player.ControllerId,Profile); } } return false; } defaultproperties { ProviderName="ProfileData" WriteAccessType=ACCESS_WriteAll Name="Default__UIDataProvider_OnlineProfileSettings" ObjectArchetype=UIDataProvider_OnlinePlayerDataBase'Engine.Default__UIDataProvider_OnlinePlayerDataBase' } |
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