Ejemplo n.º 1
0
void AFPSGPlayerController::onClickEndGame() const
{
	//Make sure it is the server calling the function
	if (Role < ROLE_Authority && GetNetMode() == NM_Client) return;

	//GEngine->AddOnScreenDebugMessage(-1, 40.0f, FColor::Cyan, "AFPSGPlayerController::onClickEndGame");

	IOnlineSubsystem* onlineSubsystem = IOnlineSubsystem::Get();
	IOnlineSessionPtr sessions = onlineSubsystem != NULL ? onlineSubsystem->GetSessionInterface() : NULL;

	if (sessions.IsValid())
	{
		UWorld* world = GetWorld();
		AFPSGGameState* gameState = world != NULL ? world->GetGameState<AFPSGGameState>() : NULL;

		if (gameState != NULL)
		{
			//Retrieve the session state and match state
			EOnlineSessionState::Type sessionState = sessions->GetSessionState(GameSessionName);
			FName matchState = gameState->GetMatchState();

			//Only attempt to end the game if both the session and match are in progress
			if (sessionState == EOnlineSessionState::Type::InProgress && matchState == MatchState::InProgress)
			{
				gameState->onClickEndGame();
			}
		}
	}
}
Ejemplo n.º 2
0
void AFPSGPlayerController::onClickQuitToMainMenu()
{
	//GEngine->AddOnScreenDebugMessage(-1, 40.0f, FColor::Cyan, "AFPSGPlayerController::onClickQuitToMainMenu");

	IOnlineSubsystem* onlineSubsystem = IOnlineSubsystem::Get();
	IOnlineSessionPtr sessions = onlineSubsystem != NULL ? onlineSubsystem->GetSessionInterface() : NULL;

	if (!sessions.IsValid()) return;

	UWorld* world = GetWorld();
	AFPSGGameState* gameState = world != NULL ? world->GetGameState<AFPSGGameState>() : NULL;

	if (gameState != NULL)
	{
		//Retrieve the session state and match state
		FName matchState = gameState->GetMatchState();
		EOnlineSessionState::Type sessionState = EOnlineSessionState::Type::NoSession;

		if (Role == ROLE_Authority && GetNetMode() < NM_Client)
		{
			sessionState = sessions->GetSessionState(GameSessionName);
		}
		else
		{
			sessionState = PlayerState != NULL ? sessions->GetSessionState(PlayerState->SessionName) : EOnlineSessionState::Type::NoSession;
		}

		//Only attempt to end the game if both the session and match are in progress
		if (sessionState == EOnlineSessionState::Type::InProgress && matchState == MatchState::InProgress)
		{
			//Check if it is a server or client that wants to quit to the main menu
			if (Role == ROLE_Authority && GetNetMode() < NM_Client)
			{
				gameState->onClickQuitToMainMenu();
			}
			else
			{
				//Client will end and destroy its session locally, and then return to the main menu
				clientEndSession();
				clientOnlineMatchHasEnded(EEndMatchReason::NONE);
				clientDestroySession();
				ClientReturnToMainMenu_Implementation("");
			}
		}
	}
}
void UAdvancedSessionsLibrary::GetSessionState(TEnumAsByte<EBPOnlineSessionState::Type> &SessionState)
{
	IOnlineSessionPtr SessionInterface = Online::GetSessionInterface();

	if (!SessionInterface.IsValid())
	{
		UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetSessionState couldn't get the session interface!"));
		return;
	}

	SessionState = ((EBPOnlineSessionState::Type)SessionInterface->GetSessionState(GameSessionName));
}
Ejemplo n.º 4
0
/** Ends and/or destroys game session */
void AShooterPlayerController::CleanupSessionOnReturnToMenu()
{
	bool bPendingOnlineOp = false;

	// end online game and then destroy it
	AShooterPlayerState* ShooterPlayerState = Cast<AShooterPlayerState>(PlayerState);
	if (ShooterPlayerState)
	{
		IOnlineSubsystem* OnlineSub = IOnlineSubsystem::Get();
		if (OnlineSub)
		{
			IOnlineSessionPtr Sessions = OnlineSub->GetSessionInterface();
			if (Sessions.IsValid())
			{
				EOnlineSessionState::Type SessionState = Sessions->GetSessionState(ShooterPlayerState->SessionName);
				UE_LOG(LogOnline, Log, TEXT("Session %s is '%s'"), *ShooterPlayerState->SessionName.ToString(), EOnlineSessionState::ToString(SessionState));

				if (EOnlineSessionState::InProgress == SessionState)
				{
					UE_LOG(LogOnline, Log, TEXT("Ending session %s on return to main menu"), *ShooterPlayerState->SessionName.ToString() );
					Sessions->AddOnEndSessionCompleteDelegate(OnEndSessionCompleteDelegate);
					Sessions->EndSession(ShooterPlayerState->SessionName);
					bPendingOnlineOp = true;
				}
				else if (EOnlineSessionState::Ending == SessionState)
				{
					UE_LOG(LogOnline, Log, TEXT("Waiting for session %s to end on return to main menu"), *ShooterPlayerState->SessionName.ToString() );
					Sessions->AddOnEndSessionCompleteDelegate(OnEndSessionCompleteDelegate);
					bPendingOnlineOp = true;
				}
				else if (EOnlineSessionState::Ended == SessionState ||
						 EOnlineSessionState::Pending == SessionState)
				{
					UE_LOG(LogOnline, Log, TEXT("Destroying session %s on return to main menu"), *ShooterPlayerState->SessionName.ToString() );				
					Sessions->AddOnDestroySessionCompleteDelegate(OnDestroySessionCompleteDelegate);
					Sessions->DestroySession(ShooterPlayerState->SessionName);
					bPendingOnlineOp = true;
				}
				else if (EOnlineSessionState::Starting == SessionState)
				{
					UE_LOG(LogOnline, Log, TEXT("Waiting for session %s to start, and then we will end it to return to main menu"), *ShooterPlayerState->SessionName.ToString() );
					Sessions->AddOnStartSessionCompleteDelegate(OnStartSessionCompleteEndItDelegate);
					bPendingOnlineOp = true;
				}
			}
		}
	}

	if (!bPendingOnlineOp)
	{
		GEngine->HandleDisconnect(GetWorld(), GetWorld()->GetNetDriver());
	}
}
Ejemplo n.º 5
0
void UUModGameInstance::Tick(float DeltaTime)
{	
	if (DelayedRunMap) {
		ticks++;
		if (ticks >= 5) {
			if (IsLAN) {
				FString opt = FString("game=") + AUModGameMode::StaticClass()->GetPathName() + FString("?listen?bIsLanMatch");
				UGameplayStatics::OpenLevel(GetWorld(), FName(*CurSessionMapName), true, opt);
			} else {
				FString opt = FString("game=") + AUModGameMode::StaticClass()->GetPathName() + FString("?listen");
				UGameplayStatics::OpenLevel(GetWorld(), FName(*CurSessionMapName), true, opt);
			}

			IsLAN = false;
			CurSessionMapName = NULL;
			DelayedRunMap = false;
			ticks = 0;
		}		
	} else if (DelayedServerConnect) {
		ticks++;
		if (ticks >= 5) {
			ULocalPlayer* const Player = GetFirstGamePlayer();
			Player->PlayerController->ClientTravel(ConnectIP, ETravelType::TRAVEL_Absolute);
			ticks = 0;
		}
	}

	if (!CurSessionName.IsEmpty()) {
		IOnlineSubsystem* const OnlineSub = IOnlineSubsystem::Get();
		IOnlineSessionPtr Sessions = NULL;
		if (OnlineSub == NULL) {
			return;
		}
		Sessions = OnlineSub->GetSessionInterface();
		if (!Sessions.IsValid()) {
			return;
		}

		EOnlineSessionState::Type state = Sessions->GetSessionState(*CurSessionName);
		if (state == EOnlineSessionState::Ended) {
			Disconnect(FString("Lost Connection..."));
		}
	}
}
void UOnlineSessionClient::JoinSession(FName SessionName, const FOnlineSessionSearchResult& SearchResult)
{
	// Clean up existing sessions if applicable
	IOnlineSessionPtr SessionInt = GetSessionInt();

	if (SessionInt.IsValid())
	{
		EOnlineSessionState::Type SessionState = SessionInt->GetSessionState(SessionName);
		if (SessionState != EOnlineSessionState::NoSession)
		{
			CachedSessionResult = SearchResult;
			OnEndForJoinSessionCompleteDelegateHandle = EndExistingSession_Impl(SessionName, OnEndForJoinSessionCompleteDelegate);
		}
		else
		{
			GetGameInstance()->JoinSession(GetGameInstance()->GetFirstGamePlayer(), SearchResult);
		}
	}
}