Send presence event securely and the user should be logged in first. More...
#include <AccelBytePresenceBroadcastEventApi.h>
Public Member Functions | |
| PresenceBroadcastEvent (Credentials &InCredentialsRef, Settings const &InSettingsRef, FHttpRetrySchedulerBase &InHttpRef, TSharedPtr< AccelByte::FApiClient, ESPMode::ThreadSafe > const &InApiClient=nullptr) | |
| PresenceBroadcastEvent (Credentials &InCredentialsRef, Settings const &InSettingsRef, FHttpRetrySchedulerBase &InHttpRef, FAccelBytePlatformPtr const &InAccelBytePlatform) | |
| FString | GetFlightId () |
| Get current flight Id. | |
| bool | IsGamePlatformSent () |
| Check whether game platform info is already sent. | |
| void | SetGameState (EAccelByteGameState State, FVoidHandler const &OnSuccess, FErrorHandler const &OnError, FString const &Description="") |
| Set game state. It will send presence event immediately. | |
| void | SetHeartbeatInterval (FTimespan const &Interval) |
| Set the interval of sending presence event. By default it sends the queued events once in a ten minute. Should not be less than 5 seconds. | |
| void | SetOnSendPresenceHeartbeatError (FErrorHandler const &OnError) |
| Set a delegate to be triggered when error sending presence event. | |
| void | SetOnSendPresenceHeartbeatSuccess (FVoidHandler const &OnSuccess) |
| Set a delegate to be triggered when succeeded sending presence event. | |
| void | SendPlatform (FVoidHandler const &OnSuccess, FErrorHandler const &OnError) |
| Send platform info event. | |
| void | AddPresenceData (FString const &Key, FString const &Value) |
| Add presence information. | |
| void | RemovePresenceData (FString const &Key) |
| Remove presence information. | |
| void | Startup () |
| Startup module. | |
| void | StartHeartbeat () |
| Start heartbeat. This funtion is DEPRECATED, will be removed soon. | |
| void | StopHeartbeat () |
| Stop heartbeat. This funtion is DEPRECATED, will be removed soon. | |
| void | Shutdown () |
| Shutdown module. | |
| Public Member Functions inherited from AccelByte::FApiBase | |
| FApiBase (Credentials const &InCredentialsRef, Settings const &InSettingsRef, FHttpRetrySchedulerBase &InHttpRef, TSharedPtr< AccelByte::FApiClient, ESPMode::ThreadSafe > const &InApiClient) | |
| FApiBase (Credentials const &InCredentialsRef, Settings const &InSettingsRef, FHttpRetrySchedulerBase &InHttpRef, FAccelBytePlatformPtr const &InAccelBytePlatform) | |
| void | SetApiClient (TSharedPtr< AccelByte::FApiClient, ESPMode::ThreadSafe > const &InApiClient) |
Additional Inherited Members | |
| Protected Member Functions inherited from AccelByte::FApiBase | |
| template<typename T> | |
| bool | ValidateAccelByteId (FString const &Id, EAccelByteIdHypensRule HypenRule, FString const &ErrorMessage, T const &OnError) |
| Protected Attributes inherited from AccelByte::FApiBase | |
| TSharedRef< Credentials const, ESPMode::ThreadSafe > | CredentialsRef |
| Settings const & | SettingsRef |
| FHttpRetrySchedulerBase & | HttpRef |
| FHttpClient | HttpClient |
| FAccelBytePlatformPtr | AccelBytePlatformPtr |
Send presence event securely and the user should be logged in first.
| void AccelByte::Api::PresenceBroadcastEvent::AddPresenceData | ( | FString const & | Key, |
| FString const & | Value ) |
Add presence information.
| Key | Presence event key |
| Value | Presence event value |
| FString AccelByte::Api::PresenceBroadcastEvent::GetFlightId | ( | ) |
Get current flight Id.
| bool AccelByte::Api::PresenceBroadcastEvent::IsGamePlatformSent | ( | ) |
Check whether game platform info is already sent.
| void AccelByte::Api::PresenceBroadcastEvent::RemovePresenceData | ( | FString const & | Key | ) |
Remove presence information.
| Key | Presence event key |
| void AccelByte::Api::PresenceBroadcastEvent::SendPlatform | ( | FVoidHandler const & | OnSuccess, |
| FErrorHandler const & | OnError ) |
Send platform info event.
| OnSuccess | Callback for successful send game platform |
| OnError | Callback for failed send game platform |
| void AccelByte::Api::PresenceBroadcastEvent::SetGameState | ( | EAccelByteGameState | State, |
| FVoidHandler const & | OnSuccess, | ||
| FErrorHandler const & | OnError, | ||
| FString const & | Description = "" ) |
Set game state. It will send presence event immediately.
| State | Current game state |
| OnSuccess | Callback for successful send game state |
| OnError | Callback for failed send game state |
| Description | Description for current game state |
| void AccelByte::Api::PresenceBroadcastEvent::SetHeartbeatInterval | ( | FTimespan const & | Interval | ) |
Set the interval of sending presence event. By default it sends the queued events once in a ten minute. Should not be less than 5 seconds.
| Interval | The interval between telemetry event |
| void AccelByte::Api::PresenceBroadcastEvent::SetOnSendPresenceHeartbeatError | ( | FErrorHandler const & | OnError | ) |
Set a delegate to be triggered when error sending presence event.
| OnError | delegate to set. |
| void AccelByte::Api::PresenceBroadcastEvent::SetOnSendPresenceHeartbeatSuccess | ( | FVoidHandler const & | OnSuccess | ) |
Set a delegate to be triggered when succeeded sending presence event.
| OnSuccess | delegate to set. |