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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ /** * Class that implements the GameSpy specific functionality */ class OnlineGameInterfaceGameSpy extends OnlineGameInterfaceImpl within OnlineSubsystemCommonImpl native implements(OnlineGameInterface) config(Engine); /** stores a handle to the QR2 instance */ var native const transient private pointer QR2Handle{struct qr2_implementation_s}; /** The QR2 key id for the player id */ var const int QR2OwningPlayerIdKeyId; /** The first databinding property key id in the list */ var const int QR2FirstDataBindableKeyId; /** The number of databinding property keys */ var const int QR2NumDataBindableKeys; /** The list of databindable properties that are registered as keys */ var const array<name> QR2DataBindableKeyNames; /** The first localized setting key id in the list */ var const int QR2FirstSettingKeyId; /** The number of localized settings keys */ var const int QR2NumSettingKeys; /** The first property key id in the list */ var const int QR2FirstPropertyKeyId; /** The number of registered property keys */ var const int QR2NumPropertyKeys; /** The list of delegates to notify when a game invite is accepted */ var array<delegate<OnGameInviteAccepted> > GameInviteAcceptedDelegates; /** Game game settings associated with this invite */ var const private OnlineGameSearch InviteGameSearch; /** The last invite's URL information */ var const private string InviteLocationUrl; /** Temp variable to hold additional search criteria that has not been processed yet */ var private transient string RemainingAddlSearchCriteria; /** This is the list of requested delegates to fire when complete */ var array<delegate<OnRegisterPlayerComplete> > RegisterPlayerCompleteDelegates; /** This is the list of requested delegates to fire when complete */ var array<delegate<OnUnregisterPlayerComplete> > UnregisterPlayerCompleteDelegates; /** Holds an array of values that are published in the map name field */ var const string PackedServerInfo; /** * 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 */ native function bool UpdateOnlineGame(OnlineGameSettings UpdatedGameSettings); /** * 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 */ native function bool FreeSearchResults(OnlineGameSearch Search); /** * 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) { if (GameInviteAcceptedDelegates.Find(GameInviteAcceptedDelegate) == INDEX_NONE) { GameInviteAcceptedDelegates[GameInviteAcceptedDelegates.Length] = GameInviteAcceptedDelegate; } } /** * Removes the specified delegate from the notification list * * @param LocalUserNum the user to request notification for * @param GameInviteAcceptedDelegate the delegate to use for notifications */ function ClearGameInviteAcceptedDelegate(byte LocalUserNum,delegate<OnGameInviteAccepted> GameInviteAcceptedDelegate) { local int RemoveIndex; RemoveIndex = GameInviteAcceptedDelegates.Find(GameInviteAcceptedDelegate); if (RemoveIndex != INDEX_NONE) { GameInviteAcceptedDelegates.Remove(RemoveIndex,1); } } /** * 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 */ native function bool AcceptGameInvite(byte LocalUserNum); /** * 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 */ native 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) { if (RegisterPlayerCompleteDelegates.Find(RegisterPlayerCompleteDelegate) == INDEX_NONE) { RegisterPlayerCompleteDelegates[RegisterPlayerCompleteDelegates.Length] = RegisterPlayerCompleteDelegate; } } /** * Removes the specified delegate from the notification list * * @param RegisterPlayerCompleteDelegate the delegate to use for notifications */ function ClearRegisterPlayerCompleteDelegate(delegate<OnRegisterPlayerComplete> RegisterPlayerCompleteDelegate) { local int RemoveIndex; RemoveIndex = RegisterPlayerCompleteDelegates.Find(RegisterPlayerCompleteDelegate); if (RemoveIndex != INDEX_NONE) { RegisterPlayerCompleteDelegates.Remove(RemoveIndex,1); } } /** * 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 */ native 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) { if (UnregisterPlayerCompleteDelegates.Find(UnregisterPlayerCompleteDelegate) == INDEX_NONE) { UnregisterPlayerCompleteDelegates[UnregisterPlayerCompleteDelegates.Length] = UnregisterPlayerCompleteDelegate; } } /** * Removes the specified delegate from the notification list * * @param UnregisterPlayerCompleteDelegate the delegate to use for notifications */ function ClearUnregisterPlayerCompleteDelegate(delegate<OnUnregisterPlayerComplete> UnregisterPlayerCompleteDelegate) { local int RemoveIndex; RemoveIndex = UnregisterPlayerCompleteDelegates.Find(UnregisterPlayerCompleteDelegate); if (RemoveIndex != INDEX_NONE) { UnregisterPlayerCompleteDelegates.Remove(RemoveIndex,1); } } /** * 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 */ native function bool RecalculateSkillRating(const out array<UniqueNetId> Players); /** Query an individual server for additional information */ native function bool QueryAuxServerInfo(byte SearchingPlayerNum,OnlineGameSearch SearchSettings,const out OnlineGameSearchResult Server); defaultproperties { Name="Default__OnlineGameInterfaceGameSpy" ObjectArchetype=OnlineGameInterfaceImpl'IpDrv.Default__OnlineGameInterfaceImpl' } |
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