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UE3:OnlinePlayerInterfaceEx (UDK)

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UDK Interface >> OnlinePlayerInterfaceEx
Package: 
Engine
This interface in other games:
UT3

This interface provides extended player functionality not supported by all platforms. The OnlineSubsystem will return NULL when requesting this interface on a platform where it is not supporeted.

Delegates

OnDeviceSelectionComplete

delegate OnDeviceSelectionComplete (bool bWasSuccessful)

Delegate used when the device selection request has completed

Parameters:

  • bWasSuccessful - true if the async action completed without error, false if there was an error

OnProfileDataChanged

delegate OnProfileDataChanged ()

Called when an external change to player profile data has occured

OnReadAchievementsComplete

delegate OnReadAchievementsComplete (int TitleId)

Called when the async achievements read has completed

Parameters:

  • TitleId - the title id that the read was for (0 means current title)

OnUnlockAchievementComplete

delegate OnUnlockAchievementComplete (bool bWasSuccessful)

Delegate used when the achievement unlocking has completed

Parameters:

  • bWasSuccessful - true if the async action completed without error, false if there was an error

Instance functions

AddDeviceSelectionDoneDelegate

function AddDeviceSelectionDoneDelegate (byte LocalUserNum, delegate<OnDeviceSelectionCompleteDeviceDelegate)

Adds the delegate used to notify the gameplay code that the user has completed their device selection

Parameters:

  • DeviceDelegate - the delegate to use for notifications

AddProfileDataChangedDelegate

function AddProfileDataChangedDelegate (byte LocalUserNum, delegate<OnProfileDataChangedProfileDataChangedDelegate)

Sets the delegate used to notify the gameplay code that someone has changed their profile data externally

Parameters:

  • LocalUserNum - the user the delegate is interested in
  • ProfileDataChangedDelegate - the delegate to use for notifications

AddReadAchievementsCompleteDelegate

function AddReadAchievementsCompleteDelegate (byte LocalUserNum, delegate<OnReadAchievementsCompleteReadAchievementsCompleteDelegate)

Sets the delegate used to notify the gameplay code that the achievements read request has completed

Parameters:

  • LocalUserNum - the user to read the achievements list for
  • ReadAchievementsCompleteDelegate - the delegate to use for notifications

AddUnlockAchievementCompleteDelegate

function AddUnlockAchievementCompleteDelegate (byte LocalUserNum, delegate<OnUnlockAchievementCompleteUnlockAchievementCompleteDelegate)

Adds the delegate used to notify the gameplay code that the achievement unlocking has completed

Parameters:

  • LocalUserNum - which user to watch for read complete notifications
  • UnlockAchievementCompleteDelegate - the delegate to use for notifications

ClearDeviceSelectionDoneDelegate

function ClearDeviceSelectionDoneDelegate (byte LocalUserNum, delegate<OnDeviceSelectionCompleteDeviceDelegate)

Removes the specified delegate from the list of callbacks

Parameters:

  • DeviceDelegate - the delegate to use for notifications

ClearProfileDataChangedDelegate

function ClearProfileDataChangedDelegate (byte LocalUserNum, delegate<OnProfileDataChangedProfileDataChangedDelegate)

Clears the delegate used to notify the gameplay code that someone has changed their profile data externally

Parameters:

  • LocalUserNum - the user the delegate is interested in
  • ProfileDataChangedDelegate - the delegate to use for notifications

ClearReadAchievementsCompleteDelegate

function ClearReadAchievementsCompleteDelegate (byte LocalUserNum, delegate<OnReadAchievementsCompleteReadAchievementsCompleteDelegate)

Clears the delegate used to notify the gameplay code that the achievements read request has completed

Parameters:

  • LocalUserNum - the user to read the achievements list for
  • ReadAchievementsCompleteDelegate - the delegate to use for notifications

ClearUnlockAchievementCompleteDelegate

function ClearUnlockAchievementCompleteDelegate (byte LocalUserNum, delegate<OnUnlockAchievementCompleteUnlockAchievementCompleteDelegate)

Clears the delegate used to notify the gameplay code that the achievement unlocking has completed

Parameters:

  • LocalUserNum - which user to watch for read complete notifications
  • UnlockAchievementCompleteDelegate - the delegate to use for notifications

GetAchievements

function OnlineSubsystem.EOnlineEnumerationReadState GetAchievements (byte LocalUserNum, out array<OnlineSubsystem.AchievementDetailsAchievements, optional int TitleId)

Copies the list of achievements for the specified player and title id

Parameters:

  • LocalUserNum - the user to read the friends list of
  • Achievements - the out array that receives the copied data
  • TitleId - the title id of the game that these were read for

Returns:

OERS_Done if the read has completed, otherwise one of the other states

GetDeviceSelectionResults

function int GetDeviceSelectionResults (byte LocalUserNum, out string DeviceName)

Fetches the results of the device selection

Parameters:

  • LocalUserNum - the player to check the results for
  • DeviceName - out param that gets a copy of the string

Returns:

the ID of the device that was selected NOTE: Zero means the user hasn't selected one

IsDeviceValid

function bool IsDeviceValid (int DeviceId, optional int SizeNeeded)

Checks the device id to determine if it is still valid (could be removed) and/or if there is enough space on the specified device

Parameters:

  • DeviceId - the device to check
  • SizeNeeded - the amount of space requested

Returns:

true if valid, false otherwise

ReadAchievements

function bool ReadAchievements (byte LocalUserNum, optional int TitleId, optional bool bShouldReadText, optional bool bShouldReadImages)

Starts an async read for the achievement list

Parameters:

  • LocalUserNum - the controller number of the associated user
  • TitleId - the title id of the game the achievements are to be read for
  • bShouldReadText - whether to fetch the text strings or not
  • bShouldReadImages - whether to fetch the image data or not

Returns:

TRUE if the task starts, FALSE if it failed

ShowAchievementsUI

function bool ShowAchievementsUI (byte LocalUserNum)

Displays the achievements UI for a player

Parameters:

  • LocalUserNum - the controller number of the associated user

Returns:

TRUE if it was able to show the UI, FALSE if it failed

ShowContentMarketplaceUI

function bool ShowContentMarketplaceUI (byte LocalUserNum, optional int CategoryMask, optional int OfferId)

Displays the marketplace UI for content

Parameters:

  • LocalUserNum - the local user viewing available content
  • CategoryMask - the bitmask to use to filter content by type
  • OfferId - a specific offer that you want shown

ShowCustomPlayersUI

function bool ShowCustomPlayersUI (byte LocalUserNum, const out array<OnlineSubsystem.UniqueNetIdPlayers, string Title, string Description)

Shows a custom players UI for the specified list of players

Parameters:

  • LocalUserNum - the controller number of the associated user
  • Players - the list of players to show in the custom UI
  • Title - the title to use for the UI
  • Description - the text to show at the top of the UI

Returns:

TRUE if it was able to show the UI, FALSE if it failed

ShowDeviceSelectionUI

function bool ShowDeviceSelectionUI (byte LocalUserNum, int SizeNeeded, optional bool bForceShowUI, optional bool bManageStorage)

Displays the UI that allows the user to choose which device to save content to

Parameters:

  • LocalUserNum - the controller number of the associated user
  • SizeNeeded - the size of the data to be saved in bytes
  • bForceShowUI - true to always show the UI, false to only show the UI if there are multiple valid choices
  • bManageStorage - whether to allow the user to manage their storage or not

Returns:

TRUE if it was able to show the UI, FALSE if it failed

ShowFeedbackUI

function bool ShowFeedbackUI (byte LocalUserNum, OnlineSubsystem.UniqueNetId PlayerId)

Displays the UI that allows a player to give feedback on another player

Parameters:

  • LocalUserNum - the controller number of the associated user
  • PlayerId - the id of the player having feedback given for

Returns:

TRUE if it was able to show the UI, FALSE if it failed

ShowFriendsInviteUI

function bool ShowFriendsInviteUI (byte LocalUserNum, OnlineSubsystem.UniqueNetId PlayerId)

Displays the UI that shows a user's list of friends

Parameters:

  • LocalUserNum - the controller number of the associated user
  • PlayerId - the id of the player being invited

Returns:

TRUE if it was able to show the UI, FALSE if it failed

ShowGamerCardUI

function bool ShowGamerCardUI (byte LocalUserNum, OnlineSubsystem.UniqueNetId PlayerId)

Displays the gamer card UI for the specified player

Parameters:

  • LocalUserNum - the controller number of the associated user
  • PlayerId - the id of the player to show the gamer card of

Returns:

TRUE if it was able to show the UI, FALSE if it failed

ShowInviteUI

function bool ShowInviteUI (byte LocalUserNum, optional string InviteText)

Displays the invite ui

Parameters:

  • LocalUserNum - the local user sending the invite
  • InviteText - the string to prefill the UI with

ShowMembershipMarketplaceUI

function bool ShowMembershipMarketplaceUI (byte LocalUserNum)

Displays the marketplace UI for memberships

Parameters:

  • LocalUserNum - the local user viewing available memberships

ShowMessagesUI

function bool ShowMessagesUI (byte LocalUserNum)

Displays the messages UI for a player

Parameters:

  • LocalUserNum - the controller number of the associated user

Returns:

TRUE if it was able to show the UI, FALSE if it failed

ShowPlayersUI

function bool ShowPlayersUI (byte LocalUserNum)

Displays the UI that shows the player list

Parameters:

  • LocalUserNum - the controller number of the associated user

Returns:

TRUE if it was able to show the UI, FALSE if it failed

UnlockAchievement

function bool UnlockAchievement (byte LocalUserNum, int AchievementId)

Unlocks the specified achievement for the specified user

Parameters:

  • LocalUserNum - the controller number of the associated user
  • AchievementId - the id of the achievement to unlock

Returns:

TRUE if the call worked, FALSE otherwise

UnlockGamerPicture

function bool UnlockGamerPicture (byte LocalUserNum, int PictureId)

Unlocks a gamer picture for the local user

Parameters:

  • LocalUserNum - the user to unlock the picture for
  • PictureId - the id of the picture to unlock