bool FOnlineLeaderboardsNull::ReadLeaderboardsForFriends(int32 LocalUserNum, FOnlineLeaderboardReadRef& ReadObject)
{
    TArray< TSharedRef<const FUniqueNetId> > FriendsList;

    // always add a UniqueNetId for local user
    check(NullSubsystem);
    IOnlineIdentityPtr Identity = NullSubsystem->GetIdentityInterface();
    if (Identity.IsValid())
    {
        if (Identity->GetUniquePlayerId(LocalUserNum).IsValid())
        {
            FriendsList.Add(Identity->GetUniquePlayerId(LocalUserNum).ToSharedRef());
        }
    }

    // add all known players
    FLeaderboardNull* Leaderboard = Leaderboards.Find(ReadObject->LeaderboardName);
    if (Leaderboard)
    {
        for (int32 UserIdx = 0; UserIdx < Leaderboard->Rows.Num(); ++UserIdx)
        {
            if (Leaderboard->Rows[UserIdx].PlayerId.IsValid())
            {
                FriendsList.AddUnique(Leaderboard->Rows[UserIdx].PlayerId.ToSharedRef());
            }
        }
    }

    return ReadLeaderboards(FriendsList, ReadObject);
}
	virtual void FireEvent_FlushChatStats() override
	{
		if (AnalyticsProvider.IsValid())
		{
			IOnlineIdentityPtr OnlineIdentity = Online::GetIdentityInterface(TEXT("MCP"));
			if (OnlineIdentity.IsValid())
			{
				TSharedPtr<const FUniqueNetId> UserId = OnlineIdentity->GetUniquePlayerId(0);
				if (UserId.IsValid())
				{
					auto RecordSocialChatCountsEvents = [=](const TMap<FString, int32>& ChatCounts, const FString& ChatType)
					{
						if (ChatCounts.Num())
						{
							TArray<FAnalyticsEventAttribute> Attributes;
							for (const auto& Pair : ChatCounts)
							{
								Attributes.Empty(3);
								Attributes.Emplace(TEXT("Name"), Pair.Key);
								Attributes.Emplace(TEXT("Type"), ChatType);
								Attributes.Emplace(TEXT("Count"), Pair.Value);
								AnalyticsProvider->RecordEvent("Social.Chat.Counts.2", Attributes);
							}
						}
					};

					RecordSocialChatCountsEvents(ChannelChatCounts, TEXT("Channel"));
					RecordSocialChatCountsEvents(PrivateChatCounts, TEXT("Private"));
				}
			}
		}
		ChannelChatCounts.Empty();
		PrivateChatCounts.Empty();
	}
FArchive& operator<<( FArchive& Ar, FUniqueNetIdRepl& UniqueNetId)
{
	int32 Size = UniqueNetId.IsValid() ? UniqueNetId->GetSize() : 0;
	Ar << Size;

	if (Size > 0)
	{
		if (Ar.IsSaving())
		{
			check(UniqueNetId.IsValid());
			FString Contents = UniqueNetId->ToString();
			Ar << Contents;
		}
		else if (Ar.IsLoading())
		{
			FString Contents;
			Ar << Contents;	// that takes care about possible overflow

			// Don't need to distinguish OSS interfaces here with world because we just want the create function below
			IOnlineIdentityPtr IdentityInt = Online::GetIdentityInterface();
			if (IdentityInt.IsValid())
			{
				TSharedPtr<FUniqueNetId> UniqueNetIdPtr = IdentityInt->CreateUniquePlayerId(Contents);
				UniqueNetId.SetUniqueNetId(UniqueNetIdPtr);
			}
		}
	}

	return Ar;
}
/** 
 * Serialize the voice packet data to a buffer 
 *
 * @param Ar buffer to write into
 */
void FVoicePacketImpl::Serialize(class FArchive& Ar)
{
	// Make sure not to overflow the buffer by reading an invalid amount
	if (Ar.IsLoading())
	{
		FString SenderStr;
		Ar << SenderStr;

		// Don't need to distinguish OSS interfaces here with world because we just want the create function below
		IOnlineSubsystem* OnlineSub = IOnlineSubsystem::Get();
		IOnlineIdentityPtr IdentityInt = OnlineSub->GetIdentityInterface();
		if (IdentityInt.IsValid())
		{
			Sender = IdentityInt->CreateUniquePlayerId(SenderStr);
		}

		Ar << Length;
		// Verify the packet is a valid size
		if (Length <= MAX_VOICE_DATA_SIZE)
		{
			Buffer.Empty(Length);
			Buffer.AddUninitialized(Length);
			Ar.Serialize(Buffer.GetData(), Length);

#if DEBUG_VOICE_PACKET_ENCODING
			uint32 CRC = 0;
			Ar << CRC;
			if (CRC != FCrc::MemCrc32(Buffer.GetData(), Length))
			{
				UE_LOG(LogVoice, Warning, TEXT("CRC Mismatch in voice packet"));
				Length = 0;
			}
#endif
		}
		else
		{
			Length = 0;
		}
	}
	else
	{
		check(Sender.IsValid());
		FString SenderStr = Sender->ToString();
		Ar << SenderStr;
		Ar << Length;

		// Always safe to save the data as the voice code prevents overwrites
		Ar.Serialize(Buffer.GetData(), Length);

#if DEBUG_VOICE_PACKET_ENCODING
		uint32 CRC = FCrc::MemCrc32(Buffer.GetData(), Length);
		Ar << CRC;
#endif
	}
}
	virtual bool SupportsOnlinePIE() const override
	{
		const UOnlinePIESettings* OnlinePIESettings = GetDefault<UOnlinePIESettings>();
		if (OnlinePIESettings->bOnlinePIEEnabled && GetNumPIELogins() > 0)
		{
			// If we can't get the identity interface then things are either not configured right or disabled
			IOnlineIdentityPtr IdentityInt = Online::GetIdentityInterface();
			return IdentityInt.IsValid();
		}

		return false;
	}
void AShooterPlayerController::GameHasEnded(class AActor* EndGameFocus, bool bIsWinner)
{
	// write stats
	ULocalPlayer* LocalPlayer = Cast<ULocalPlayer>(Player);
	if (LocalPlayer)
	{
		AShooterPlayerState* ShooterPlayerState = Cast<AShooterPlayerState>(PlayerState);
		if (ShooterPlayerState)
		{
			// update local saved profile
			UShooterPersistentUser* const PersistentUser = GetPersistentUser();
			if (PersistentUser)
			{
				PersistentUser->AddMatchResult( ShooterPlayerState->GetKills(), ShooterPlayerState->GetDeaths(), ShooterPlayerState->GetNumBulletsFired(), ShooterPlayerState->GetNumRocketsFired(), bIsWinner);
				PersistentUser->SaveIfDirty();
			}

			// update achievements
			UpdateAchievementsOnGameEnd();
			
			// update leaderboards
			IOnlineSubsystem* const OnlineSub = IOnlineSubsystem::Get();
			if(OnlineSub)
			{
				IOnlineIdentityPtr Identity = OnlineSub->GetIdentityInterface();
				if (Identity.IsValid())
				{
					TSharedPtr<FUniqueNetId> UserId = Identity->GetUniquePlayerId(LocalPlayer->ControllerId);
					if (UserId.IsValid())
					{
						IOnlineLeaderboardsPtr Leaderboards = OnlineSub->GetLeaderboardsInterface();
						if (Leaderboards.IsValid())
						{
							FShooterAllTimeMatchResultsWrite WriteObject;

							WriteObject.SetIntStat(LEADERBOARD_STAT_SCORE, ShooterPlayerState->GetKills());
							WriteObject.SetIntStat(LEADERBOARD_STAT_KILLS, ShooterPlayerState->GetKills());
							WriteObject.SetIntStat(LEADERBOARD_STAT_DEATHS, ShooterPlayerState->GetDeaths());
							WriteObject.SetIntStat(LEADERBOARD_STAT_MATCHESPLAYED, 1);
			
							// the call will copy the user id and write object to its own memory
							Leaderboards->WriteLeaderboards(ShooterPlayerState->SessionName, *UserId, WriteObject);
						}						
					}
				}
			}
		}
	}

	Super::GameHasEnded(EndGameFocus, bIsWinner);
}
void AShooterPlayerController::UpdateAchievementProgress( const FString& Id, float Percent )
{
	ULocalPlayer* LocalPlayer = Cast<ULocalPlayer>(Player);
	if (LocalPlayer)
	{
		IOnlineSubsystem* OnlineSub = IOnlineSubsystem::Get();
		if(OnlineSub)
		{
			IOnlineIdentityPtr Identity = OnlineSub->GetIdentityInterface();
			if (Identity.IsValid())
			{
				TSharedPtr<FUniqueNetId> UserId = Identity->GetUniquePlayerId(LocalPlayer->ControllerId);

				if (UserId.IsValid())
				{

					IOnlineAchievementsPtr Achievements = OnlineSub->GetAchievementsInterface();
					if (Achievements.IsValid() && (!WriteObject.IsValid() || WriteObject->WriteState != EOnlineAsyncTaskState::InProgress))
					{
						WriteObject = MakeShareable(new FOnlineAchievementsWrite());
						WriteObject->SetFloatStat(*Id, Percent);

						FOnlineAchievementsWriteRef WriteObjectRef = WriteObject.ToSharedRef();
						Achievements->WriteAchievements(*UserId.Get(), WriteObjectRef);
					}
					else
					{
						UE_LOG(LogOnline, Warning, TEXT("No valid achievement interface or another write is in progress."));
					}
				}
				else
				{
					UE_LOG(LogOnline, Warning, TEXT("No valid user id for this controller."));
				}
			}
			else
			{
				UE_LOG(LogOnline, Warning, TEXT("No valid identity interface."));
			}
		}
		else
		{
			UE_LOG(LogOnline, Warning, TEXT("No default online subsystem."));
		}
	}
	else
	{
		UE_LOG(LogOnline, Warning, TEXT("No local player, cannot update achievements."));
	}
}
void AShooterPlayerController::QueryAchievements()
{
	// precache achievements
	ULocalPlayer* LocalPlayer = Cast<ULocalPlayer>(Player);
	if (LocalPlayer)
	{
		IOnlineSubsystem* OnlineSub = IOnlineSubsystem::Get();
		if(OnlineSub)
		{
			IOnlineIdentityPtr Identity = OnlineSub->GetIdentityInterface();
			if (Identity.IsValid())
			{
				TSharedPtr<FUniqueNetId> UserId = Identity->GetUniquePlayerId(LocalPlayer->ControllerId);

				if (UserId.IsValid())
				{
					IOnlineAchievementsPtr Achievements = OnlineSub->GetAchievementsInterface();

					if (Achievements.IsValid())
					{
						Achievements->QueryAchievements( *UserId.Get(), FOnQueryAchievementsCompleteDelegate::CreateUObject( this, &AShooterPlayerController::OnQueryAchievementsComplete ));
					}
				}
				else
				{
					UE_LOG(LogOnline, Warning, TEXT("No valid user id for this controller."));
				}
			}
			else
			{
				UE_LOG(LogOnline, Warning, TEXT("No valid identity interface."));
			}
		}
		else
		{
			UE_LOG(LogOnline, Warning, TEXT("No default online subsystem."));
		}
	}
	else
	{
		UE_LOG(LogOnline, Warning, TEXT("No local player, cannot read achievements."));
	}
}
bool FOnlineSubsystemImpl::IsLocalPlayer(const FUniqueNetId& UniqueId) const
{
	if (!IsDedicated())
	{
		IOnlineIdentityPtr IdentityInt = GetIdentityInterface();
		if (IdentityInt.IsValid())
		{
			for (int32 LocalUserNum = 0; LocalUserNum < MAX_LOCAL_PLAYERS; LocalUserNum++)
			{
				TSharedPtr<const FUniqueNetId> LocalUniqueId = IdentityInt->GetUniquePlayerId(LocalUserNum);
				if (LocalUniqueId.IsValid() && UniqueId == *LocalUniqueId)
				{
					return true;
				}
			}
		}
	}

	return false;
}
bool FOnlineSubsystemImpl::HandleFriendExecCommands(UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar)
{
	bool bWasHandled = false;

	if (FParse::Command(&Cmd, TEXT("BLOCK")))
	{
		FString LocalNumStr = FParse::Token(Cmd, false);
		int32 LocalNum = FCString::Atoi(*LocalNumStr);

		FString UserId = FParse::Token(Cmd, false);
		if (UserId.IsEmpty() || LocalNum < 0 || LocalNum > MAX_LOCAL_PLAYERS)
		{
			UE_LOG_ONLINE(Warning, TEXT("usage: FRIEND BLOCK <localnum> <userid>"));
		}
		else
		{
			IOnlineIdentityPtr IdentityInt = GetIdentityInterface();
			if (IdentityInt.IsValid())
			{
				TSharedPtr<const FUniqueNetId> BlockUserId = IdentityInt->CreateUniquePlayerId(UserId);
				IOnlineFriendsPtr FriendsInt = GetFriendsInterface();
				if (FriendsInt.IsValid())
				{
					FriendsInt->BlockPlayer(0, *BlockUserId);
				}
			}
		}
	}
	else if (FParse::Command(&Cmd, TEXT("DUMPBLOCKED")))
	{
		IOnlineFriendsPtr FriendsInt = GetFriendsInterface();
		if (FriendsInt.IsValid())
		{
			FriendsInt->DumpBlockedPlayers();
		}
		bWasHandled = true;
	}

	return bWasHandled;
}
bool FOnlineSessionNull::CreateSession(int32 HostingPlayerNum, FName SessionName, const FOnlineSessionSettings& NewSessionSettings)
{
	uint32 Result = E_FAIL;

	// Check for an existing session
	FNamedOnlineSession* Session = GetNamedSession(SessionName);
	if (Session == NULL)
	{
		// Create a new session and deep copy the game settings
		Session = AddNamedSession(SessionName, NewSessionSettings);
		check(Session);
		Session->SessionState = EOnlineSessionState::Creating;
		Session->NumOpenPrivateConnections = NewSessionSettings.NumPrivateConnections;
		Session->NumOpenPublicConnections = NewSessionSettings.NumPublicConnections;	// always start with full public connections, local player will register later

		Session->HostingPlayerNum = HostingPlayerNum;

		check(NullSubsystem);
		IOnlineIdentityPtr Identity = NullSubsystem->GetIdentityInterface();
		if (Identity.IsValid())
		{
			Session->OwningUserId = Identity->GetUniquePlayerId(HostingPlayerNum);
			Session->OwningUserName = Identity->GetPlayerNickname(HostingPlayerNum);
		}

		// if did not get a valid one, use just something
		if (!Session->OwningUserId.IsValid())
		{
			Session->OwningUserId = MakeShareable(new FUniqueNetIdString(FString::Printf(TEXT("%d"), HostingPlayerNum)));
			Session->OwningUserName = FString(TEXT("NullUser"));
		}
		
		// Unique identifier of this build for compatibility
		Session->SessionSettings.BuildUniqueId = GetBuildUniqueId();

		// Setup the host session info
		FOnlineSessionInfoNull* NewSessionInfo = new FOnlineSessionInfoNull();
		NewSessionInfo->Init(*NullSubsystem);
		Session->SessionInfo = MakeShareable(NewSessionInfo);

		Result = UpdateLANStatus();

		if (Result != ERROR_IO_PENDING)
		{
			// Set the game state as pending (not started)
			Session->SessionState = EOnlineSessionState::Pending;

			if (Result != ERROR_SUCCESS)
			{
				// Clean up the session info so we don't get into a confused state
				RemoveNamedSession(SessionName);
			}
			else
			{
				RegisterLocalPlayers(Session);
			}
		}
	}
	else
	{
		UE_LOG_ONLINE(Warning, TEXT("Cannot create session '%s': session already exists."), *SessionName.ToString());
	}

	if (Result != ERROR_IO_PENDING)
	{
		TriggerOnCreateSessionCompleteDelegates(SessionName, (Result == ERROR_SUCCESS) ? true : false);
	}
	
	return Result == ERROR_IO_PENDING || Result == ERROR_SUCCESS;
}
示例#12
0
void TestUniqueIdRepl(UWorld* InWorld)
{
	bool bSuccess = true;

	IOnlineIdentityPtr IdentityPtr = Online::GetIdentityInterface(InWorld);
	if (IdentityPtr.IsValid())
	{
		TSharedPtr<FUniqueNetId> UserId = IdentityPtr->GetUniquePlayerId(0);

		FUniqueNetIdRepl EmptyIdIn;
		if (EmptyIdIn.IsValid())
		{
			UE_LOG(LogNet, Warning, TEXT("EmptyId is valid."), *EmptyIdIn->ToString());
			bSuccess = false;
		}

		FUniqueNetIdRepl ValidIdIn(UserId);
		if (!ValidIdIn.IsValid() || UserId != ValidIdIn.GetUniqueNetId())
		{
			UE_LOG(LogNet, Warning, TEXT("UserId input %s != UserId output %s"), *UserId->ToString(), *ValidIdIn->ToString());
			bSuccess = false;
		}

		if (bSuccess)
		{
			TArray<uint8> Buffer;
			for (int32 i=0; i<2; i++)
			{
				Buffer.Empty();
				FMemoryWriter TestWriteUniqueId(Buffer);

				if (i == 0)
				{
					// Normal serialize
					TestWriteUniqueId << EmptyIdIn;
					TestWriteUniqueId << ValidIdIn;
				}
				else
				{
					// Net serialize
					bool bSuccess = false;
					EmptyIdIn.NetSerialize(TestWriteUniqueId, NULL, bSuccess);
					ValidIdIn.NetSerialize(TestWriteUniqueId, NULL, bSuccess);
				}

				FMemoryReader TestReadUniqueId(Buffer);

				FUniqueNetIdRepl EmptyIdOut;
				TestReadUniqueId << EmptyIdOut;
				if (EmptyIdOut.GetUniqueNetId().IsValid())
				{
					UE_LOG(LogNet, Warning, TEXT("EmptyId %s should have been invalid"), *EmptyIdOut->ToString());
					bSuccess = false;
				}

				FUniqueNetIdRepl ValidIdOut;
				TestReadUniqueId << ValidIdOut;
				if (*UserId != *ValidIdOut.GetUniqueNetId())
				{
					UE_LOG(LogNet, Warning, TEXT("UserId input %s != UserId output %s"), *ValidIdIn->ToString(), *ValidIdOut->ToString());
					bSuccess = false;
				}
			}
		}
	}

	if (!bSuccess)
	{
		UE_LOG(LogNet, Warning, TEXT("TestUniqueIdRepl test failure!"));
	}
}
void UUpdateManager::StartPatchCheck()
{
	ensure(ChecksEnabled());

	UGameInstance* GameInstance = GetGameInstance();
	check(GameInstance);
	bool bStarted = false;

	SetUpdateState(EUpdateState::CheckingForPatch);

	IOnlineSubsystem* OnlineSubConsole = IOnlineSubsystem::GetByPlatform();
	if (OnlineSubConsole)
	{
		IOnlineIdentityPtr OnlineIdentityConsole = OnlineSubConsole->GetIdentityInterface();
		if (OnlineIdentityConsole.IsValid())
		{
			ULocalPlayer* LP = GameInstance->GetFirstGamePlayer();
			if (LP != nullptr)
			{
				const int32 ControllerId = LP->GetControllerId();
				TSharedPtr<const FUniqueNetId> UserId = OnlineIdentityConsole->GetUniquePlayerId(ControllerId);
				if (UserId.IsValid())
				{
					bStarted = true;
					OnlineIdentityConsole->GetUserPrivilege(*UserId,
						EUserPrivileges::CanPlayOnline, IOnlineIdentity::FOnGetUserPrivilegeCompleteDelegate::CreateUObject(this, &ThisClass::OnCheckForPatchComplete, true));
				}
				else
				{
					UE_LOG(LogHotfixManager, Warning, TEXT("No valid platform user id when starting patch check!"));
				}
			}
			else
			{
				UE_LOG(LogHotfixManager, Warning, TEXT("No local player to perform check!"));
			}
		}
	}
	else
	{
		if (GameInstance->IsDedicatedServerInstance())
		{
			bStarted = true;
			PatchCheckComplete(EPatchCheckResult::NoPatchRequired);
		}
		else
		{
			UWorld* World = GetWorld();
			IOnlineIdentityPtr IdentityInt = Online::GetIdentityInterface(World);
			if (IdentityInt.IsValid())
			{
				ULocalPlayer* LP = GameInstance->GetFirstGamePlayer();
				if (LP != nullptr)
				{
					const int32 ControllerId = LP->GetControllerId();
					TSharedPtr<const FUniqueNetId> UserId = IdentityInt->GetUniquePlayerId(ControllerId);
					if (!bInitialUpdateFinished && !UserId.IsValid())
					{
						// Invalid user for "before title/login" check, underlying code doesn't need a valid user currently
						UserId = IdentityInt->CreateUniquePlayerId(TEXT("InvalidUser"));
					}

					if (UserId.IsValid())
					{
						bStarted = true;
						IdentityInt->GetUserPrivilege(*UserId,
							EUserPrivileges::CanPlayOnline, IOnlineIdentity::FOnGetUserPrivilegeCompleteDelegate::CreateUObject(this, &ThisClass::OnCheckForPatchComplete, false));
					}
					else
					{
						UE_LOG(LogHotfixManager, Warning, TEXT("No valid user id when starting patch check!"));
					}
				}
				else
				{
					UE_LOG(LogHotfixManager, Warning, TEXT("No local player to perform check!"));
				}
			}
		}
	}

	if (!bStarted)
	{
		// Any failure to call GetUserPrivilege will result in completing the flow via this path
		PatchCheckComplete(EPatchCheckResult::PatchCheckFailure);
	}
}