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AccelByte::Api::PresenceBroadcastEvent Class Reference

Send presence event securely and the user should be logged in first. More...

#include <AccelBytePresenceBroadcastEventApi.h>

Inheritance diagram for AccelByte::Api::PresenceBroadcastEvent:

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
FHttpRetrySchedulerBaseHttpRef
FHttpClient HttpClient
FAccelBytePlatformPtr AccelBytePlatformPtr

Detailed Description

Send presence event securely and the user should be logged in first.

Member Function Documentation

◆ AddPresenceData()

void AccelByte::Api::PresenceBroadcastEvent::AddPresenceData ( FString const & Key,
FString const & Value )

Add presence information.

Parameters
KeyPresence event key
ValuePresence event value

◆ GetFlightId()

FString AccelByte::Api::PresenceBroadcastEvent::GetFlightId ( )

Get current flight Id.

Returns
Current flight Id

◆ IsGamePlatformSent()

bool AccelByte::Api::PresenceBroadcastEvent::IsGamePlatformSent ( )

Check whether game platform info is already sent.

Returns
true if it's already send game platform info, false otherwise.

◆ RemovePresenceData()

void AccelByte::Api::PresenceBroadcastEvent::RemovePresenceData ( FString const & Key)

Remove presence information.

Parameters
KeyPresence event key

◆ SendPlatform()

void AccelByte::Api::PresenceBroadcastEvent::SendPlatform ( FVoidHandler const & OnSuccess,
FErrorHandler const & OnError )

Send platform info event.

Parameters
OnSuccessCallback for successful send game platform
OnErrorCallback for failed send game platform

◆ SetGameState()

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.

Parameters
StateCurrent game state
OnSuccessCallback for successful send game state
OnErrorCallback for failed send game state
DescriptionDescription for current game state

◆ SetHeartbeatInterval()

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.

Parameters
IntervalThe interval between telemetry event

◆ SetOnSendPresenceHeartbeatError()

void AccelByte::Api::PresenceBroadcastEvent::SetOnSendPresenceHeartbeatError ( FErrorHandler const & OnError)

Set a delegate to be triggered when error sending presence event.

Parameters
OnErrordelegate to set.

◆ SetOnSendPresenceHeartbeatSuccess()

void AccelByte::Api::PresenceBroadcastEvent::SetOnSendPresenceHeartbeatSuccess ( FVoidHandler const & OnSuccess)

Set a delegate to be triggered when succeeded sending presence event.

Parameters
OnSuccessdelegate to set.