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FOnlineSessionInfoAccelByteV2 Class Reference
Inheritance diagram for FOnlineSessionInfoAccelByteV2:

Public Member Functions

 FOnlineSessionInfoAccelByteV2 (const FString &SessionIdStr)
const FUniqueNetId & GetSessionId () const override
const uint8 * GetBytes () const override
int32 GetSize () const override
bool IsValid () const override
FString ToString () const override
FString ToDebugString () const override
void SetHostAddress (const TSharedRef< FInternetAddr > &InHostAddress)
TSharedPtr< FInternetAddr > GetHostAddress () const
void SetBackendSessionData (const TSharedPtr< FAccelByteModelsV2BaseSession > &InBackendSessionData)
void SetBackendSessionData (const TSharedPtr< FAccelByteModelsV2BaseSession > &InBackendSessionData, bool &bWasInvitedPlayersChanged)
TSharedPtr< FAccelByteModelsV2BaseSession > GetBackendSessionData () const
TSharedPtr< FAccelByteModelsV2GameSession > GetBackendSessionDataAsGameSession () const
TSharedPtr< FAccelByteModelsV2PartySession > GetBackendSessionDataAsPartySession () const
TArray< FAccelByteModelsV2GameSessionTeam > GetTeamAssignments () const
void SetTeamAssignments (const TArray< FAccelByteModelsV2GameSessionTeam > &InTeams)
bool HasConnectionInfo () const
FString GetConnectionString () const
FUniqueNetIdPtr GetLeaderId () const
FString GetPeerId () const
EAccelByteV2SessionConfigurationServerType GetServerType () const
TArray< FUniqueNetIdRef > GetJoinedMembers () const
TArray< FUniqueNetIdRef > GetInvitedPlayers () const
FString GetMemberPartyId (const FUniqueNetIdRef &UserId) const
bool FindMember (const FUniqueNetId &MemberId, FAccelByteModelsV2SessionUser *&OutMember)
bool ContainsMember (const FUniqueNetId &MemberId)
void SetSessionLeaderStorage (const FJsonObjectWrapper &Data)
void SetSessionMemberStorage (const FUniqueNetIdRef &UserId, const FJsonObjectWrapper &Data)
bool GetSessionLeaderStorage (FJsonObjectWrapper &OutStorage) const
bool GetSessionMemberStorage (const FUniqueNetIdRef &UserId, FJsonObjectWrapper &OutStorage) const
bool GetAllSessionMemberStorage (TUniqueNetIdMap< FJsonObjectWrapper > &OutStorage) const
void SetPartyStorage (const FUniqueNetIdRef &UserId, const FJsonObjectWrapper &Data)
bool GetPartyStorage (const FUniqueNetIdRef &UserId, FJsonObjectWrapper &OutStorage) const
bool GetAllPartyStorage (TUniqueNetIdMap< FJsonObjectWrapper > &OutStorage) const
void UpdateLeaderId ()
void UpdateConnectionInfo ()
void SetLatestBackendSessionDataUpdate (const TSharedPtr< FAccelByteModelsV2BaseSession > &InBackendSessionData)
TSharedPtr< FAccelByteModelsV2BaseSession > GetLatestBackendSessionDataUpdate () const
TSharedPtr< FAccelByteModelsV2GameSession > GetLatestBackendSessionDataUpdateAsGameSession () const
void SetDSReadyUpdateReceived (const bool &bInDSReadyUpdateReceived)
bool GetDSReadyUpdateReceived () const
void SetP2PChannel (int32 InChannel)
bool IsP2PMatchmaking ()

Public Attributes

PACKAGE_SCOPE : void UpdatePlayerLists(bool& bOutJoinedMembersChanged
PACKAGE_SCOPE bool & bOutInvitedPlayersChanged

Member Function Documentation

◆ ContainsMember()

bool FOnlineSessionInfoAccelByteV2::ContainsMember ( const FUniqueNetId & MemberId)

Check if this session contains a member with the provided ID at all

◆ FindMember()

bool FOnlineSessionInfoAccelByteV2::FindMember ( const FUniqueNetId & MemberId,
FAccelByteModelsV2SessionUser *& OutMember )

Attempt to find a member of this session by their ID

◆ GetAllPartyStorage()

bool FOnlineSessionInfoAccelByteV2::GetAllPartyStorage ( TUniqueNetIdMap< FJsonObjectWrapper > & OutStorage) const

Get all party storage.

◆ GetAllSessionMemberStorage()

bool FOnlineSessionInfoAccelByteV2::GetAllSessionMemberStorage ( TUniqueNetIdMap< FJsonObjectWrapper > & OutStorage) const

Get all session member storage.

◆ GetBackendSessionData()

TSharedPtr< FAccelByteModelsV2BaseSession > FOnlineSessionInfoAccelByteV2::GetBackendSessionData ( ) const

Get the locally stored backend session data for this session

◆ GetBackendSessionDataAsGameSession()

TSharedPtr< FAccelByteModelsV2GameSession > FOnlineSessionInfoAccelByteV2::GetBackendSessionDataAsGameSession ( ) const

Get the locally stored backend session data for this session as game session

◆ GetBackendSessionDataAsPartySession()

TSharedPtr< FAccelByteModelsV2PartySession > FOnlineSessionInfoAccelByteV2::GetBackendSessionDataAsPartySession ( ) const

Get the locally stored backend session data for this session as a party session

◆ GetConnectionString()

FString FOnlineSessionInfoAccelByteV2::GetConnectionString ( ) const

Return connection info that this session has as a string, or blank if none is found

◆ GetDSReadyUpdateReceived()

bool FOnlineSessionInfoAccelByteV2::GetDSReadyUpdateReceived ( ) const

Get the value for the "is latest update a DS ready update" flag

◆ GetHostAddress()

TSharedPtr< FInternetAddr > FOnlineSessionInfoAccelByteV2::GetHostAddress ( ) const

Get the host address for this session, may be nullptr

◆ GetInvitedPlayers()

TArray< FUniqueNetIdRef > FOnlineSessionInfoAccelByteV2::GetInvitedPlayers ( ) const

Get an array of user IDs representing players that are marked as invited to this session

◆ GetJoinedMembers()

TArray< FUniqueNetIdRef > FOnlineSessionInfoAccelByteV2::GetJoinedMembers ( ) const

Get an array of user IDs representing players that are marked as joined to this session

◆ GetLatestBackendSessionDataUpdate()

TSharedPtr< FAccelByteModelsV2BaseSession > FOnlineSessionInfoAccelByteV2::GetLatestBackendSessionDataUpdate ( ) const

Get the most recent locally stored backend session data update for this session

◆ GetLatestBackendSessionDataUpdateAsGameSession()

TSharedPtr< FAccelByteModelsV2GameSession > FOnlineSessionInfoAccelByteV2::GetLatestBackendSessionDataUpdateAsGameSession ( ) const

Get the most recent locally stored backend session data update for this session as game session

◆ GetLeaderId()

FUniqueNetIdPtr FOnlineSessionInfoAccelByteV2::GetLeaderId ( ) const

Returns the ID of the leader of this session. Only valid for party sessions, will be nullptr otherwise.

◆ GetMemberPartyId()

FString FOnlineSessionInfoAccelByteV2::GetMemberPartyId ( const FUniqueNetIdRef & UserId) const

Get PartyID a sesion member belong to, returns empty string if not found

◆ GetPartyStorage()

bool FOnlineSessionInfoAccelByteV2::GetPartyStorage ( const FUniqueNetIdRef & UserId,
FJsonObjectWrapper & OutStorage ) const

Get party storage.

◆ GetPeerId()

FString FOnlineSessionInfoAccelByteV2::GetPeerId ( ) const

Get ID of the peer we would be joining in a P2P session, will be blank if server type is not P2P

◆ GetServerType()

EAccelByteV2SessionConfigurationServerType FOnlineSessionInfoAccelByteV2::GetServerType ( ) const

Get the type of server that this session is using

◆ GetSessionLeaderStorage()

bool FOnlineSessionInfoAccelByteV2::GetSessionLeaderStorage ( FJsonObjectWrapper & OutStorage) const

Get session leader storage.

◆ GetSessionMemberStorage()

bool FOnlineSessionInfoAccelByteV2::GetSessionMemberStorage ( const FUniqueNetIdRef & UserId,
FJsonObjectWrapper & OutStorage ) const

Get session member storage.

◆ GetTeamAssignments()

TArray< FAccelByteModelsV2GameSessionTeam > FOnlineSessionInfoAccelByteV2::GetTeamAssignments ( ) const

Get the locally stored team assignments for this session

◆ HasConnectionInfo()

bool FOnlineSessionInfoAccelByteV2::HasConnectionInfo ( ) const

Whether or not this session info structure has information to allow the player to connect to it remotely

◆ IsP2PMatchmaking()

bool FOnlineSessionInfoAccelByteV2::IsP2PMatchmaking ( )

Check if the session is P2P matchmaking

◆ SetBackendSessionData() [1/2]

void FOnlineSessionInfoAccelByteV2::SetBackendSessionData ( const TSharedPtr< FAccelByteModelsV2BaseSession > & InBackendSessionData)

Set the current backend session data associated with this session

◆ SetBackendSessionData() [2/2]

void FOnlineSessionInfoAccelByteV2::SetBackendSessionData ( const TSharedPtr< FAccelByteModelsV2BaseSession > & InBackendSessionData,
bool & bWasInvitedPlayersChanged )

Set the current backend session data associated with this session

◆ SetDSReadyUpdateReceived()

void FOnlineSessionInfoAccelByteV2::SetDSReadyUpdateReceived ( const bool & bInDSReadyUpdateReceived)

Set the value for the "is latest update a DS ready update" flag

◆ SetHostAddress()

void FOnlineSessionInfoAccelByteV2::SetHostAddress ( const TSharedRef< FInternetAddr > & InHostAddress)

Set the host address for this session if one is available, used for game sessions

◆ SetLatestBackendSessionDataUpdate()

void FOnlineSessionInfoAccelByteV2::SetLatestBackendSessionDataUpdate ( const TSharedPtr< FAccelByteModelsV2BaseSession > & InBackendSessionData)

Set the most recent locally stored backend session data update for this session

◆ SetP2PChannel()

void FOnlineSessionInfoAccelByteV2::SetP2PChannel ( int32 InChannel)

Set the p2p channel for the connection

◆ SetPartyStorage()

void FOnlineSessionInfoAccelByteV2::SetPartyStorage ( const FUniqueNetIdRef & UserId,
const FJsonObjectWrapper & Data )

Set party storage.

◆ SetSessionLeaderStorage()

void FOnlineSessionInfoAccelByteV2::SetSessionLeaderStorage ( const FJsonObjectWrapper & Data)

Set session leader storage.

◆ SetSessionMemberStorage()

void FOnlineSessionInfoAccelByteV2::SetSessionMemberStorage ( const FUniqueNetIdRef & UserId,
const FJsonObjectWrapper & Data )

Set session member storage.

◆ SetTeamAssignments()

void FOnlineSessionInfoAccelByteV2::SetTeamAssignments ( const TArray< FAccelByteModelsV2GameSessionTeam > & InTeams)

Set the locally stored team assignments for this session, can be updated on backend with UpdateSession

◆ UpdateConnectionInfo()

void FOnlineSessionInfoAccelByteV2::UpdateConnectionInfo ( )

Update the stored connection information for this server.

◆ UpdateLeaderId()

void FOnlineSessionInfoAccelByteV2::UpdateLeaderId ( )

Update the stored leader ID for this session.