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AccelByte::FServerApiClient Class Referencefinal
Inheritance diagram for AccelByte::FServerApiClient:

Public Member Functions

 FServerApiClient (ServerSettingsPtr InServerSettings, FAccelByteTimeManagerPtr InTimeManager, TSharedRef< FAccelByteInstance, ESPMode::ThreadSafe > InAccelByteInstance)
void Init ()
FString GetDeviceId () const
 Utility function to get the device ID associated with this ServerApiClient's AccelByteInstance.
template<typename T, typename... U>
GetServerApi (U &&... Args)
template<typename T, typename... U>
TSharedPtr< T, ESPMode::ThreadSafe > GetServerApiPtr (U &&... Args)
FAccelByteApiUtilitiesWPtr GetServerApiUtilities ()

Public Attributes

bool bUseSharedCredentials = true
TWeakPtr< FAccelByteInstance, ESPMode::ThreadSafe > AccelByteInstanceWeak
FHttpRetrySchedulerRef HttpRef {MakeShared<AccelByte::FHttpRetryScheduler, ESPMode::ThreadSafe>()}
FServerCredentialsRef ServerCredentialsRef
ServerSettingsPtr ServerSettings {}
const FAccelByteTimeManagerPtr ServerTimeManager {}
GameServerApi::ServerAchievement ServerAchievement { *ServerCredentialsRef, *ServerSettings, *HttpRef}
GameServerApi::ServerCloudSave ServerCloudSave { *ServerCredentialsRef, *ServerSettings, *HttpRef}
GameServerApi::ServerDSM ServerDSM { *ServerCredentialsRef, *ServerSettings, *HttpRef}
GameServerApi::ServerEcommerce ServerEcommerce { *ServerCredentialsRef, *ServerSettings, *HttpRef}
GameServerApi::ServerGameTelemetry ServerGameTelemetry { *ServerCredentialsRef, *ServerSettings, *HttpRef}
GameServerApi::ServerLobby ServerLobby { *ServerCredentialsRef, *ServerSettings, *HttpRef}
GameServerApi::ServerChat ServerChat { *ServerCredentialsRef, *ServerSettings, *HttpRef}
GameServerApi::ServerMatchmaking ServerMatchmaking { *ServerCredentialsRef, *ServerSettings, *HttpRef}
GameServerApi::ServerSessionBrowser ServerSessionBrowser { *ServerCredentialsRef, *ServerSettings, *HttpRef}
GameServerApi::ServerOauth2 ServerOauth2 { *ServerCredentialsRef, *ServerSettings, *HttpRef}
GameServerApi::ServerQosManager ServerQosManager { *ServerCredentialsRef, *ServerSettings, *HttpRef}
GameServerApi::ServerSeasonPass ServerSeasonPass { *ServerCredentialsRef, *ServerSettings, *HttpRef}
GameServerApi::ServerStatistic ServerStatistic { *ServerCredentialsRef, *ServerSettings, *HttpRef}
GameServerApi::ServerUGC ServerUGC { *ServerCredentialsRef, *ServerSettings, *HttpRef}
GameServerApi::ServerUser ServerUser { *ServerCredentialsRef, *ServerSettings, *HttpRef}
GameServerApi::ServerSession ServerSession { *ServerCredentialsRef, *ServerSettings, *HttpRef}
GameServerApi::ServerDSHub ServerDSHub { *ServerCredentialsRef, *ServerSettings, *HttpRef}
GameServerApi::ServerMatchmakingV2 ServerMatchmakingV2 { *ServerCredentialsRef, *ServerSettings, *HttpRef}
GameServerApi::ServerAMS ServerAMS { *ServerCredentialsRef, *ServerSettings, *HttpRef}
GameServerApi::ServerMetricExporter ServerMetric { *ServerSettings}
GameServerApi::ServerPredefinedEvent ServerPredefinedEvent { *ServerCredentialsRef, *ServerSettings, *HttpRef}
GameServerApi::ServerGameStandardEvent ServerGameStandardEvent { *ServerCredentialsRef, *ServerSettings, *HttpRef}
GameServerApi::ServerBinaryCloudSave ServerBinaryCloudSave { *ServerCredentialsRef, *ServerSettings, *HttpRef}
GameServerApi::ServerChallenge ServerChallenge { *ServerCredentialsRef, *ServerSettings, *HttpRef}
GameServerApi::ServerInventory ServerInventory { *ServerCredentialsRef, *ServerSettings, *HttpRef}

Member Function Documentation

◆ GetDeviceId()

FString AccelByte::FServerApiClient::GetDeviceId ( ) const

Utility function to get the device ID associated with this ServerApiClient's AccelByteInstance.

Returns
device ID string, may be empty if AccelByteInstance is invalid or Device ID not found