| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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/** * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved. */ class OnlineSubsystemLive extends OnlineSubsystemCommonImpl native implements(OnlinePlayerInterface,OnlinePlayerInterfaceEx,OnlineSystemInterface,OnlineGameInterface,OnlineContentInterface,OnlineVoiceInterface,OnlineStatsInterface) config(Engine); /** The notification handle to use for polling events */ var const native transient pointer NotificationHandle{void}; /** The handle used with the XLocator service */ var const native transient pointer XLocatorServiceHandle{void}; /** The current game settings object in use */ var const OnlineGameSettings GameSettings; /** The current game search object in use */ var const OnlineGameSearch GameSearch; /** The current game state as the Live layer understands it */ var const EOnlineGameState CurrentGameState; /** The current state the lan beacon is in */ var const ELanBeaconState LanBeaconState; /** The port to tell Live to send/receive all broadcasts on */ var const config int LiveSystemLinkPort; /** Port to listen on for LAN queries/responses */ var const config int LanAnnouncePort; /** Unique id to keep UE3 games from seeing each others' lan packets */ var const config int LanGameUniqueId; /** Used by a client to uniquely identify itself during lan match discovery */ var const byte LanNonce[8]; /** Mask containing which platforms can cross communicate */ var const config int LanPacketPlatformMask; /** The amount of time before the lan query is considered done */ var float LanQueryTimeLeft; /** The amount of time to wait before timing out a lan query request */ var config float LanQueryTimeout; /** LAN announcement socket used to send/receive discovery packets */ var const native transient pointer LanBeacon{FLanBeacon}; /** The session information of the current session */ var const native transient pointer SessionInfo{FSecureSessionInfo}; /** Holds the secure key information for a list play session */ var const native transient pointer ListPlayInfo{FListPlayInfo}; /** * The number of simultaneous logins allowed (1, 2, or 4) */ var const config int NumLogins; /** * Where Live notifications will be displayed on the screen */ var ENetworkNotificationPosition CurrentNotificationPosition; /** * This is the array of pending async tasks. Each tick these tasks are checked * completion. If complete, the delegate associated with them is called */ var native const array<pointer> AsyncTasks{FOnlineAsyncTaskLive}; /** Holds the cached state of the friends list for a single player */ struct native FriendsListCache { /** The list of returned friends */ var array<OnlineFriend> Friends; /** Indicates the state of the async read */ var EOnlineEnumerationReadState ReadState; /** The array of delegates that notify read completion of the friends list data */ var array<delegate<OnReadFriendsComplete> > ReadFriendsDelegates; /** The array of delegates that notify that the friends list has changed */ var array<delegate<OnFriendsChange> > FriendsChangeDelegates; }; /** Cache of friends data per player */ var FriendsListCache FriendsCache[4]; /** Holds an array of login delegates */ struct native LoginDelegates { /** This is the list of requested delegates to fire */ var array<delegate<OnLoginChange> > Delegates; }; /** Used for per player index notification of sign in changes */ var LoginDelegates PlayerLoginDelegates[4]; /** Holds the list of delegates to fire when any login changes */ var LoginDelegates AllLoginDelegates; /** Used to compare previous sign in masks to handle players signing out */ var const int LastSignInMask; /** The set of last known xuids */ var const UniqueNetId LastXuids[4]; /** Holds the cached state of the content list for a single player */ struct native ContentListCache { /** The list of returned content */ var array<OnlineContent> Content; /** Indicates the state of the async read */ var EOnlineEnumerationReadState ReadState; /** The delegate to call when the content has changed (user logged in, etc) */ var array<delegate<OnContentChange> > ContentChangeDelegates; /** The delegate to call when the read is complete */ var array<delegate<OnReadContentComplete> > ReadCompleteDelegates; /** The number of new downloadable content packages available */ var int NewDownloadCount; /** The total number of downloadable content packages available */ var int TotalDownloadCount; /** The delegate to call when the read is complete */ var array<delegate<OnQueryAvailableDownloadsComplete> > QueryDownloadsDelegates; }; /** Cache of content list per player */ var ContentListCache ContentCache[4]; /** The list of delegates to notify when any content changes */ var array<delegate<OnContentChange> > AnyContentChangeDelegates; /** Holds the last keyboard input results */ var string KeyboardInputResults; /** Whether the user canceled keyboard input or not */ var byte bWasKeyboardInputCanceled; /** Per user cache of device id information */ struct native DeviceIdCache { /** The last selected device id for this user */ var int DeviceId; /** Delegate used to fire the array of events off */ var delegate<OnDeviceSelectionComplete> DeviceSelectionMulticast; /** List of subscribers interested in device selection notification */ var array<delegate<OnDeviceSelectionComplete> > DeviceSelectionDelegates; }; /** Holds the last results of device selection */ var DeviceIdCache DeviceCache[4]; /** Holds the cached state of the profile for a single player */ struct native ProfileSettingsCache { /** The profile for the player */ var OnlineProfileSettings Profile; /** Used for per player index notification of profile reads completing */ var array<delegate<OnReadProfileSettingsComplete> > ReadDelegates; /** Used for per player index notification of profile writes completing */ var array<delegate<OnWriteProfileSettingsComplete> > WriteDelegates; /** Used to notify subscribers when the player changes their (non-game) profile */ var array<delegate<OnProfileDataChanged> > ProfileDataChangedDelegates; }; /** Holds the per player profile data */ var ProfileSettingsCache ProfileCache[4]; /** * Information about a remote talker's priority * * Zero means highest priority, < zero means muted */ struct native TalkerPriority { /** Holds the current priority for this talker */ var int CurrentPriority; /** Holds the last priority for this talker */ var int LastPriority; }; /** Information about a remote talker */ struct native LiveRemoteTalker extends RemoteTalker { /** Holds the priorities for each of the local players */ var TalkerPriority LocalPriorities[4]; /** The number of local talkers that have this remote talker muted */ var int NumberOfMutes; }; /** Holds information about each of the local talkers */ var LocalTalker LocalTalkers[4]; /** Array of registered remote talkers */ var array<LiveRemoteTalker> RemoteTalkers; /** Holds the list of delegates that are interested in receiving talking notifications */ var array<delegate<OnPlayerTalking> > TalkingDelegates; /** Since the static array of dynamic array syntax appears to be broken */ struct native PerUserDelegateLists { /** The array of delegates for notifying when speech recognition has completed for a player */ var array<delegate<OnRecognitionComplete> > SpeechRecognitionDelegates; /** The array of delegates for notifying when an achievement write has completed */ var array<delegate<OnUnlockAchievementComplete> > AchievementDelegates; }; /** Per user array of array of delegates */ var PerUserDelegateLists PerUserDelegates[4]; /** QoS packet with extra data to send to client */ var const byte QoSPacket[512]; /** The currently outstanding stats read request */ var const OnlineStatsRead CurrentStatsRead; /** Used to track when a user cancels a sign-in request so that code waiting for a result can continue */ var const bool bIsInSignInUI; /** This is the list of requested delegates to fire when a login is cancelled */ var array<delegate<OnLoginCancelled> > LoginCancelledDelegates; /** This is the list of requested delegates to fire when a login fails to process */ var array<delegate<OnLoginFailed> > LoginFailedDelegates; /** This is the list of requested delegates to fire when a logout completes */ var array<delegate<OnLogoutCompleted> > LogoutCompletedDelegates; /** Array of delegates to multicast with for game creation notification */ var array<delegate<OnCreateOnlineGameComplete> > CreateOnlineGameCompleteDelegates; /** Array of delegates to multicast with for game destruction notification */ var array<delegate<OnDestroyOnlineGameComplete> > DestroyOnlineGameCompleteDelegates; /** Array of delegates to multicast with for game join notification */ var array<delegate<OnJoinOnlineGameComplete> > JoinOnlineGameCompleteDelegates; /** Array of delegates to multicast with for game starting notification */ var array<delegate<OnStartOnlineGameComplete> > StartOnlineGameCompleteDelegates; /** Array of delegates to multicast with for game ending notification */ var array<delegate<OnEndOnlineGameComplete> > EndOnlineGameCompleteDelegates; /** Array of delegates to multicast with for game search notification */ var array<delegate<OnFindOnlineGamesComplete> > FindOnlineGamesCompleteDelegates; /** Array of delegates to multicast with for game search cancellation notification */ var array<delegate<OnCancelFindOnlineGamesComplete> > CancelFindOnlineGamesCompleteDelegates; /** Array of delegates to multicast with for player registration notification */ var array<delegate<OnRegisterPlayerComplete> > RegisterPlayerCompleteDelegates; /** Array of delegates to multicast with for player unregistration notification */ var array<delegate<OnUnregisterPlayerComplete> > UnregisterPlayerCompleteDelegates; /** Array of delegates to multicast with for arbitration registration notification */ var array<delegate<OnArbitrationRegistrationComplete> > ArbitrationRegistrationCompleteDelegates; /** This is the list of delegates requesting notification when a stats read finishes */ var array<delegate<OnReadOnlineStatsComplete> > ReadOnlineStatsCompleteDelegates; /** This is the list of delegates requesting notification when a Live UI opens/closes */ var array<delegate<OnExternalUIChange> > ExternalUIChangeDelegates; /** This is the list of delegates requesting notification when a controller's state changes */ var array<delegate<OnControllerChange> > ControllerChangeDelegates; /** Holds a true/false connection state for each of the possible 4 controllers */ var int LastInputDeviceConnectedMask; /** This is the list of delegates requesting notification Live's connection state changes */ var array<delegate<OnConnectionStatusChange> > ConnectionStatusChangeDelegates; /** This is the list of delegates requesting notification of storage device changes */ var array<delegate<OnStorageDeviceChange> > StorageDeviceChangeDelegates; /** This is the list of delegates requesting notification of link status changes */ var array<delegate<OnConnectionStatusChange> > LinkStatusChangeDelegates; /** The list of delegates to notify when the stats flush is complete */ var array<delegate<OnFlushOnlineStatsComplete> > FlushOnlineStatsDelegates; /** The list of delegates to notify when the keyboard input is complete */ var array<delegate<OnKeyboardInputComplete> > KeyboardInputDelegates; /** Last set registrants in an arbitration registration */ var array<OnlineArbitrationRegistrant> ArbitrationList; /** Holds the delegate and the last accepted invite for a player */ struct native InviteData { /** The per user delegates for game invites */ var array<delegate<OnGameInviteAccepted> > InviteDelegates; /** Cached invite data for the player */ var const native transient pointer InviteData{XINVITE_INFO}; /** Game search results associated with this invite */ var const OnlineGameSearch InviteSearch; }; /** The cached data for the players */ var InviteData InviteCache[4]; /** Whether to log arbitration data or not */ var config bool bShouldLogArbitrationData; /** Whether to log stats (including true skill) data or not */ var config bool bShouldLogStatsData; /** Holds the list of delegates that are interested in receiving mute change notifications */ var array<delegate<OnMutingChange> > MutingChangeDelegates; /** Tracks whether a skill update is asynchronously processing */ var bool bSkillUpdateInProgress; /** The number of list play servers to read in one request */ var config int ListPlayReadSize; /** The maximum number of list play servers to read before stopping */ var config int MaxListPlayServersToRead; /** Holds the list of delegates that are interested in receiving join friend completions */ var array<delegate<OnJoinFriendGameComplete> > JoinFriendGameCompleteDelegates; /** * Delegate used in login notifications */ delegate OnLoginChange(); /** * Delegate used to notify when a login request was cancelled by the user */ delegate OnLoginCancelled(); /** * Delegate used in mute list change notifications */ delegate OnMutingChange(); /** * Delegate used in friends list change notifications */ delegate OnFriendsChange(); /** * Called from engine start up code to allow the subsystem to initialize * * @return TRUE if the initialization was successful, FALSE otherwise */ native event bool Init(); /** * Displays the UI that prompts the user for their login credentials. Each * platform handles the authentication of the user's data. * * @param bShowOnlineOnly whether to only display online enabled profiles or not * * @return TRUE if it was able to show the UI, FALSE if it failed */ native function bool ShowLoginUI(optional bool bShowOnlineOnly = false); /** * Logs the player into the online service. If this fails, it generates a * OnLoginFailed notification * * @param LocalUserNum the controller number of the associated user * @param LoginName the unique identifier for the player * @param Password the password for this account * @param bWantsLocalOnly whether the player wants to sign in locally only or not * * @return true if the async call started ok, false otherwise */ native function bool Login(byte LocalUserNum,string LoginName,string Password,optional bool bWantsLocalOnly); /** * Logs the player into the online service using parameters passed on the * command line. Expects -Login=<UserName> -Password=<password>. If either * are missing, the function returns false and doesn't start the login * process * * @return true if the async call started ok, false otherwise */ native function bool AutoLogin(); /** * Delegate used in notifying the UI/game that the manual login failed * * @param LocalUserNum the controller number of the associated user * @param ErrorCode the async error code that occurred */ delegate OnLoginFailed(byte LocalUserNum,EOnlineServerConnectionStatus ErrorCode); /** * Sets the delegate used to notify the gameplay code that a login failed * * @param LocalUserNum the controller number of the associated user * @param LoginDelegate the delegate to use for notifications */ function AddLoginFailedDelegate(byte LocalUserNum,delegate<OnLoginFailed> LoginFailedDelegate) { // Add this delegate to the array if not already present if (LoginFailedDelegates.Find(LoginFailedDelegate) == INDEX_NONE) { LoginFailedDelegates[LoginFailedDelegates.Length] = LoginFailedDelegate; } } /** * Removes the specified delegate from the notification list * * @param LocalUserNum the controller number of the associated user * @param LoginDelegate the delegate to use for notifications */ function ClearLoginFailedDelegate(byte LocalUserNum,delegate<OnLoginFailed> LoginFailedDelegate) { local int RemoveIndex; // Remove this delegate from the array if found RemoveIndex = LoginFailedDelegates.Find(LoginFailedDelegate); if (RemoveIndex != INDEX_NONE) { LoginFailedDelegates.Remove(RemoveIndex,1); } } /** * Signs the player out of the online service * * @param LocalUserNum the controller number of the associated user * * @return TRUE if the call succeeded, FALSE otherwise */ native function bool Logout(byte LocalUserNum); /** * Delegate used in notifying the UI/game that the manual logout completed * * @param bWasSuccessful whether the async call completed properly or not */ delegate OnLogoutCompleted(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that a logout completed * * @param LocalUserNum the controller number of the associated user * @param LogoutDelegate the delegate to use for notifications */ function AddLogoutCompletedDelegate(byte LocalUserNum,delegate<OnLogoutCompleted> LogoutDelegate) { // Add this delegate to the array if not already present if (LogoutCompletedDelegates.Find(LogoutDelegate) == INDEX_NONE) { LogoutCompletedDelegates[LogoutCompletedDelegates.Length] = LogoutDelegate; } } /** * Removes the specified delegate from the notification list * * @param LocalUserNum the controller number of the associated user * @param LogoutDelegate the delegate to use for notifications */ function ClearLogoutCompletedDelegate(byte LocalUserNum,delegate<OnLogoutCompleted> LogoutDelegate) { local int RemoveIndex; // Remove this delegate from the array if found RemoveIndex = LogoutCompletedDelegates.Find(LogoutDelegate); if (RemoveIndex != INDEX_NONE) { LogoutCompletedDelegates.Remove(RemoveIndex,1); } } /** * Fetches the login status for a given player * * @param LocalUserNum the controller number of the associated user * * @return the enum value of their status */ native function ELoginStatus GetLoginStatus(byte LocalUserNum); /** * Gets the platform specific unique id for the specified player * * @param LocalUserNum the controller number of the associated user * @param PlayerId the byte array that will receive the id * * @return TRUE if the call succeeded, FALSE otherwise */ native function bool GetUniquePlayerId(byte LocalUserNum,out UniqueNetId PlayerId); /** * Reads the player's nick name from the online service * * @param LocalUserNum the controller number of the associated user * * @return a string containing the players nick name */ native function string GetPlayerNickname(byte LocalUserNum); /** * Determines whether the player is allowed to play online * * @param LocalUserNum the controller number of the associated user * * @return the Privilege level that is enabled */ native function EFeaturePrivilegeLevel CanPlayOnline(byte LocalUserNum); /** * Determines whether the player is allowed to use voice or text chat online * * @param LocalUserNum the controller number of the associated user * * @return the Privilege level that is enabled */ native function EFeaturePrivilegeLevel CanCommunicate(byte LocalUserNum); /** * Determines whether the player is allowed to download user created content * * @param LocalUserNum the controller number of the associated user * * @return the Privilege level that is enabled */ native function EFeaturePrivilegeLevel CanDownloadUserContent(byte LocalUserNum); /** * Determines whether the player is allowed to buy content online * * @param LocalUserNum the controller number of the associated user * * @return the Privilege level that is enabled */ native function EFeaturePrivilegeLevel CanPurchaseContent(byte LocalUserNum); /** * Determines whether the player is allowed to view other people's player profile * * @param LocalUserNum the controller number of the associated user * * @return the Privilege level that is enabled */ native function EFeaturePrivilegeLevel CanViewPlayerProfiles(byte LocalUserNum); /** * Determines whether the player is allowed to have their online presence * information shown to remote clients * * @param LocalUserNum the controller number of the associated user * * @return the Privilege level that is enabled */ native function EFeaturePrivilegeLevel CanShowPresenceInformation(byte LocalUserNum); /** * Checks that a unique player id is part of the specified user's friends list * * @param LocalUserNum the controller number of the associated user * @param PlayerId the id of the player being checked * * @return TRUE if a member of their friends list, FALSE otherwise */ native function bool IsFriend(byte LocalUserNum,UniqueNetId PlayerId); /** * Checks that whether a group of player ids are among the specified player's * friends * * @param LocalUserNum the controller number of the associated user * @param Query an array of players to check for being included on the friends list * * @return TRUE if the call succeeded, FALSE otherwise */ native function bool AreAnyFriends(byte LocalUserNum,out array<FriendsQuery> Query); /** * Checks that a unique player id is on the specified user's mute list * * @param LocalUserNum the controller number of the associated user * @param PlayerId the id of the player being checked * * @return TRUE if the player should be muted, FALSE otherwise */ native function bool IsMuted(byte LocalUserNum,UniqueNetId PlayerId); /** * Displays the UI that shows a user's list of friends * * @param LocalUserNum the controller number of the associated user * * @return TRUE if it was able to show the UI, FALSE if it failed */ native function bool ShowFriendsUI(byte LocalUserNum); /** * Displays the UI that shows a user's list of friends * * @param LocalUserNum the controller number of the associated user * @param PlayerId the id of the player being invited * * @return TRUE if it was able to show the UI, FALSE if it failed */ native function bool ShowFriendsInviteUI(byte LocalUserNum,UniqueNetId PlayerId); /** * Sets the delegate used to notify the gameplay code that a login changed * * @param LoginDelegate the delegate to use for notifications * @param LocalUserNum whether to watch for changes on a specific slot or all slots */ function AddLoginChangeDelegate(delegate<OnLoginChange> LoginDelegate,optional byte LocalUserNum = 255) { // If this is for any login change if (LocalUserNum == 255) { // Add this delegate to the array if not already present if (AllLoginDelegates.Delegates.Find(LoginDelegate) == INDEX_NONE) { AllLoginDelegates.Delegates[AllLoginDelegates.Delegates.Length] = LoginDelegate; } } // Make sure it's within range else if (LocalUserNum >= 0 && LocalUserNum < 4) { // Add this delegate to the array if not already present if (PlayerLoginDelegates[LocalUserNum].Delegates.Find(LoginDelegate) == INDEX_NONE) { PlayerLoginDelegates[LocalUserNum].Delegates[PlayerLoginDelegates[LocalUserNum].Delegates.Length] = LoginDelegate; } } else { WarnInternal("Invalid index ("$LocalUserNum$") passed to AddLoginChangeDelegate()"); } } /** * Removes the specified delegate from the notification list * * @param LoginDelegate the delegate to use for notifications * @param LocalUserNum whether to watch for changes on a specific slot or all slots */ function ClearLoginChangeDelegate(delegate<OnLoginChange> LoginDelegate,optional byte LocalUserNum = 255) { local int RemoveIndex; // If this is for any login change if (LocalUserNum == 255) { // Remove this delegate from the array if found RemoveIndex = AllLoginDelegates.Delegates.Find(LoginDelegate); if (RemoveIndex != INDEX_NONE) { AllLoginDelegates.Delegates.Remove(RemoveIndex,1); } } // Make sure it's within range and remove the per player login index else if (LocalUserNum >= 0 && LocalUserNum < 4) { // Remove this delegate from the array if found RemoveIndex = PlayerLoginDelegates[LocalUserNum].Delegates.Find(LoginDelegate); if (RemoveIndex != INDEX_NONE) { PlayerLoginDelegates[LocalUserNum].Delegates.Remove(RemoveIndex,1); } } else { WarnInternal("Invalid index ("$LocalUserNum$") passed to ClearLoginChangeDelegate()"); } } /** * Adds a delegate to the list of delegates that are fired when a login is cancelled * * @param CancelledDelegate the delegate to add to the list */ function AddLoginCancelledDelegate(delegate<OnLoginCancelled> CancelledDelegate) { // Add this delegate to the array if not already present if (LoginCancelledDelegates.Find(CancelledDelegate) == INDEX_NONE) { LoginCancelledDelegates[LoginCancelledDelegates.Length] = CancelledDelegate; } } /** * Removes the specified delegate from the notification list * * @param CancelledDelegate the delegate to remove fromt he list */ function ClearLoginCancelledDelegate(delegate<OnLoginCancelled> CancelledDelegate) { local int RemoveIndex; // Remove this delegate from the array if found RemoveIndex = LoginCancelledDelegates.Find(CancelledDelegate); if (RemoveIndex != INDEX_NONE) { LoginCancelledDelegates.Remove(RemoveIndex,1); } } /** * Sets the delegate used to notify the gameplay code that a muting list changed * * @param MutingDelegate the delegate to use for notifications */ function AddMutingChangeDelegate(delegate<OnMutingChange> MutingDelegate) { if (MutingChangeDelegates.Find(MutingDelegate) == INDEX_NONE) { MutingChangeDelegates[MutingChangeDelegates.Length] = MutingDelegate; } } /** * Removes the delegate from the list of notifications * * @param MutingDelegate the delegate to use for notifications */ function ClearMutingChangeDelegate(delegate<OnMutingChange> MutingDelegate) { local int RemoveIndex; RemoveIndex = MutingChangeDelegates.Find(MutingDelegate); if (RemoveIndex != INDEX_NONE) { MutingChangeDelegates.Remove(RemoveIndex,1); } } /** * Sets the delegate used to notify the gameplay code that a friends list changed * * @param FriendsDelegate the delegate to use for notifications */ function AddFriendsChangeDelegate(byte LocalUserNum,delegate<OnFriendsChange> FriendsDelegate) { if (LocalUserNum >= 0 && LocalUserNum < 4) { if (FriendsCache[LocalUserNum].FriendsChangeDelegates.Find(FriendsDelegate) == INDEX_NONE) { FriendsCache[LocalUserNum].FriendsChangeDelegates[FriendsCache[LocalUserNum].FriendsChangeDelegates.Length] = FriendsDelegate; } } else { WarnInternal("Invalid index ("$LocalUserNum$") passed to AddFriendsChangeDelegate()"); } } /** * Removes the delegate from the list of notifications * * @param FriendsDelegate the delegate to use for notifications */ function ClearFriendsChangeDelegate(byte LocalUserNum,delegate<OnFriendsChange> FriendsDelegate) { local int RemoveIndex; if (LocalUserNum >= 0 && LocalUserNum < 4) { RemoveIndex = FriendsCache[LocalUserNum].FriendsChangeDelegates.Find(FriendsDelegate); if (RemoveIndex != INDEX_NONE) { FriendsCache[LocalUserNum].FriendsChangeDelegates.Remove(RemoveIndex,1); } } else { WarnInternal("Invalid index ("$LocalUserNum$") passed to ClearReadFriendsCompleteDelegate()"); } } /** * Displays the UI that allows a player to give feedback on another player * * @param LocalUserNum the controller number of the associated user * @param PlayerId the id of the player having feedback given for * * @return TRUE if it was able to show the UI, FALSE if it failed */ native function bool ShowFeedbackUI(byte LocalUserNum,UniqueNetId PlayerId); /** * Displays the gamer card UI for the specified player * * @param LocalUserNum the controller number of the associated user * @param PlayerId the id of the player to show the gamer card of * * @return TRUE if it was able to show the UI, FALSE if it failed */ native function bool ShowGamerCardUI(byte LocalUserNum,UniqueNetId PlayerId); /** * Displays the messages UI for a player * * @param LocalUserNum the controller number of the associated user * * @return TRUE if it was able to show the UI, FALSE if it failed */ native function bool ShowMessagesUI(byte LocalUserNum); /** * Displays the achievements UI for a player * * @param LocalUserNum the controller number of the associated user * * @return TRUE if it was able to show the UI, FALSE if it failed */ native function bool ShowAchievementsUI(byte LocalUserNum); /** * Displays the UI that shows the player list * * @param LocalUserNum the controller number of the associated user * * @return TRUE if it was able to show the UI, FALSE if it failed */ native function bool ShowPlayersUI(byte LocalUserNum); /** * Displays the UI that shows the keyboard for inputing text * * @param LocalUserNum the controller number of the associated user * @param TitleText the title to display to the user * @param DescriptionText the text telling the user what to input * @param bIsPassword whether the entry is a password or not * @param bShouldValidate whether to apply the string validation API after input or not * @param DefaultText the default string to display * @param MaxResultLength the maximum length string expected to be filled in * * @return TRUE if it was able to show the UI, FALSE if it failed */ native function bool ShowKeyboardUI(byte LocalUserNum,string TitleText, string DescriptionText,optional bool bIsPassword = false, optional bool bShouldValidate = true, optional string DefaultText, optional int MaxResultLength = 256); /** * Adds the delegate used to notify the gameplay code that the user has completed * their keyboard input * * @param InputDelegate the delegate to use for notifications */ function AddKeyboardInputDoneDelegate(delegate<OnKeyboardInputComplete> InputDelegate) { if (KeyboardInputDelegates.Find(InputDelegate) == INDEX_NONE) { KeyboardInputDelegates[KeyboardInputDelegates.Length] = InputDelegate; } } /** * Clears the delegate used to notify the gameplay code that the user has completed * their keyboard input * * @param InputDelegate the delegate to use for notifications */ function ClearKeyboardInputDoneDelegate(delegate<OnKeyboardInputComplete> InputDelegate) { local int RemoveIndex; RemoveIndex = KeyboardInputDelegates.Find(InputDelegate); if (RemoveIndex != INDEX_NONE) { KeyboardInputDelegates.Remove(RemoveIndex,1); } } /** * Delegate used when the keyboard input request has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnKeyboardInputComplete(bool bWasSuccessful); /** * Fetches the results of the input * * @param bWasCanceled whether the user cancelled the input or not * * @return the string entered by the user. Note the string will be empty if it * fails validation */ function string GetKeyboardInputResults(out byte bWasCanceled) { bWasCanceled = bWasKeyboardInputCanceled; return KeyboardInputResults; } /** * Determines if the ethernet link is connected or not */ native function bool HasLinkConnection(); /** * Delegate fired when the network link status changes * * @param bIsConnected whether the link is currently connected or not */ delegate OnLinkStatusChange(bool bIsConnected); /** * Sets the delegate used to notify the gameplay code that link status changed * * @param LinkStatusDelegate the delegate to use for notifications */ function AddLinkStatusChangeDelegate(delegate<OnLinkStatusChange> LinkStatusDelegate) { local int AddIndex; // Only add to the list once if (LinkStatusChangeDelegates.Find(LinkStatusDelegate) == INDEX_NONE) { AddIndex = LinkStatusChangeDelegates.Length; LinkStatusChangeDelegates.Length = LinkStatusChangeDelegates.Length + 1; LinkStatusChangeDelegates[AddIndex] = LinkStatusDelegate; } } /** * Removes the delegate from the notify list * * @param LinkStatusDelegate the delegate to remove */ function ClearLinkStatusChangeDelegate(delegate<OnLinkStatusChange> LinkStatusDelegate) { local int RemoveIndex; // See if the specified delegate is in the list RemoveIndex = LinkStatusChangeDelegates.Find(LinkStatusDelegate); if (RemoveIndex != INDEX_NONE) { LinkStatusChangeDelegates.Remove(RemoveIndex,1); } } /** * Delegate fired when an external UI display state changes (opening/closing) * * @param bIsOpening whether the external UI is opening or closing */ delegate OnExternalUIChange(bool bIsOpening); /** * Sets the delegate used to notify the gameplay code that external UI state * changed (opened/closed) * * @param ExternalUIDelegate the delegate to use for notifications */ function AddExternalUIChangeDelegate(delegate<OnExternalUIChange> ExternalUIDelegate) { local int AddIndex; // Add this delegate to the array if not already present if (ExternalUIChangeDelegates.Find(ExternalUIDelegate) == INDEX_NONE) { AddIndex = ExternalUIChangeDelegates.Length; ExternalUIChangeDelegates.Length = ExternalUIChangeDelegates.Length + 1; ExternalUIChangeDelegates[AddIndex] = ExternalUIDelegate; } } /** * Removes the delegate from the notification list * * @param ExternalUIDelegate the delegate to remove */ function ClearExternalUIChangeDelegate(delegate<OnExternalUIChange> ExternalUIDelegate) { local int RemoveIndex; RemoveIndex = ExternalUIChangeDelegates.Find(ExternalUIDelegate); // Verify that it is in the array if (RemoveIndex != INDEX_NONE) { ExternalUIChangeDelegates.Remove(RemoveIndex,1); } } /** * Determines the current notification position setting */ function ENetworkNotificationPosition GetNetworkNotificationPosition() { return CurrentNotificationPosition; } /** * Sets a new position for the network notification icons/images * * @param NewPos the new location to use */ native function SetNetworkNotificationPosition(ENetworkNotificationPosition NewPos); /** * Delegate fired when the controller becomes dis/connected * * @param ControllerId the id of the controller that changed connection state * @param bIsConnected whether the controller connected (true) or disconnected (false) */ delegate OnControllerChange(int ControllerId,bool bIsConnected); /** * Sets the delegate used to notify the gameplay code that the controller state changed * * @param ControllerChangeDelegate the delegate to use for notifications */ function AddControllerChangeDelegate(delegate<OnControllerChange> ControllerChangeDelegate) { local int AddIndex; // Add this delegate to the array if not already present if (ControllerChangeDelegates.Find(ControllerChangeDelegate) == INDEX_NONE) { AddIndex = ControllerChangeDelegates.Length; ControllerChangeDelegates.Length = ControllerChangeDelegates.Length + 1; ControllerChangeDelegates[AddIndex] = ControllerChangeDelegate; } } /** * Removes the delegate used to notify the gameplay code that the controller state changed * * @param ControllerChangeDelegate the delegate to remove */ function ClearControllerChangeDelegate(delegate<OnControllerChange> ControllerChangeDelegate) { local int RemoveIndex; RemoveIndex = ControllerChangeDelegates.Find(ControllerChangeDelegate); // Verify that it is in the array if (RemoveIndex != INDEX_NONE) { ControllerChangeDelegates.Remove(RemoveIndex,1); } } /** * Determines if the specified controller is connected or not * * @param ControllerId the controller to query * * @return true if connected, false otherwise */ native function bool IsControllerConnected(int ControllerId); /** * Delegate fire when the online server connection state changes * * @param ConnectionStatus the new connection status */ delegate OnConnectionStatusChange(EOnlineServerConnectionStatus ConnectionStatus); /** * Adds the delegate to the list to be notified when the connection status changes * * @param ConnectionStatusDelegate the delegate to add */ function AddConnectionStatusChangeDelegate(delegate<OnConnectionStatusChange> ConnectionStatusDelegate) { local int AddIndex; // Only add to the list once if (ConnectionStatusChangeDelegates.Find(ConnectionStatusDelegate) == INDEX_NONE) { AddIndex = ConnectionStatusChangeDelegates.Length; ConnectionStatusChangeDelegates.Length = ConnectionStatusChangeDelegates.Length + 1; ConnectionStatusChangeDelegates[AddIndex] = ConnectionStatusDelegate; } } /** * Removes the delegate from the notify list * * @param ConnectionStatusDelegate the delegate to remove */ function ClearConnectionStatusChangeDelegate(delegate<OnConnectionStatusChange> ConnectionStatusDelegate) { local int RemoveIndex; // See if the specified delegate is in the list RemoveIndex = ConnectionStatusChangeDelegates.Find(ConnectionStatusDelegate); if (RemoveIndex != INDEX_NONE) { ConnectionStatusChangeDelegates.Remove(RemoveIndex,1); } } /** * Determines the NAT type the player is using */ native function ENATType GetNATType(); /** * Delegate fired when a storage device change is detected */ delegate OnStorageDeviceChange(); /** * Adds the delegate to the list to be notified when a storage device changes * * @param StorageDeviceChangeDelegate the delegate to add */ function AddStorageDeviceChangeDelegate(delegate<OnStorageDeviceChange> StorageDeviceChangeDelegate) { // Only add to the list once if (StorageDeviceChangeDelegates.Find(StorageDeviceChangeDelegate) == INDEX_NONE) { StorageDeviceChangeDelegates[StorageDeviceChangeDelegates.Length] = StorageDeviceChangeDelegate; } } /** * Removes the delegate from the notify list * * @param ConnectionStatusDelegate the delegate to remove */ function ClearStorageDeviceChangeDelegate(delegate<OnStorageDeviceChange> StorageDeviceChangeDelegate) { local int RemoveIndex; // See if the specified delegate is in the list RemoveIndex = StorageDeviceChangeDelegates.Find(StorageDeviceChangeDelegate); if (RemoveIndex != INDEX_NONE) { StorageDeviceChangeDelegates.Remove(RemoveIndex,1); } } /** * Delegate fired when the search for an online game has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnFindOnlineGamesComplete(bool bWasSuccessful); /** * Returns the current state of the online game */ function EOnlineGameState GetOnlineGameState() { return CurrentGameState; } /** Returns the currently set game settings */ function OnlineGameSettings GetGameSettings() { return GameSettings; } /** Returns the currently set game search object */ function OnlineGameSearch GetGameSearch() { return GameSearch; } /** * Creates an online game based upon the settings object specified * * @param HostingPlayerNum the index of the player hosting the match * @param NewGameSettings the settings to use for the new game session * * @return true if successful creating the session, false otherwsie */ native function bool CreateOnlineGame(byte HostingPlayerNum,OnlineGameSettings NewGameSettings); /** * Delegate fired when a create request has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnCreateOnlineGameComplete(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the online game they * created has completed the creation process * * @param CreateOnlineGameCompleteDelegate the delegate to use for notifications */ function AddCreateOnlineGameCompleteDelegate(delegate<OnCreateOnlineGameComplete> CreateOnlineGameCompleteDelegate) { if (CreateOnlineGameCompleteDelegates.Find(CreateOnlineGameCompleteDelegate) == INDEX_NONE) { CreateOnlineGameCompleteDelegates[CreateOnlineGameCompleteDelegates.Length] = CreateOnlineGameCompleteDelegate; } } /** * Sets the delegate used to notify the gameplay code that the online game they * created has completed the creation process * * @param CreateOnlineGameCompleteDelegate the delegate to use for notifications */ function ClearCreateOnlineGameCompleteDelegate(delegate<OnCreateOnlineGameComplete> CreateOnlineGameCompleteDelegate) { local int RemoveIndex; RemoveIndex = CreateOnlineGameCompleteDelegates.Find(CreateOnlineGameCompleteDelegate); if (RemoveIndex != INDEX_NONE) { CreateOnlineGameCompleteDelegates.Remove(RemoveIndex,1); } } /** * Updates the localized settings/properties for the game in question. Updates * the QoS packet if needed (starting & restarting QoS). * * @param UpdatedGameSettings the object to update the game settings with * * @return true if successful creating the session, false otherwsie */ native function bool UpdateOnlineGame(OnlineGameSettings UpdatedGameSettings); /** * Destroys the current online game * * @return true if successful destroying the session, false otherwsie */ native function bool DestroyOnlineGame(); /** * Delegate fired when a destroying an online game has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnDestroyOnlineGameComplete(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the online game they * destroyed has completed the destruction process * * @param DestroyOnlineGameCompleteDelegate the delegate to use for notifications */ function AddDestroyOnlineGameCompleteDelegate(delegate<OnDestroyOnlineGameComplete> DestroyOnlineGameCompleteDelegate) { if (DestroyOnlineGameCompleteDelegates.Find(DestroyOnlineGameCompleteDelegate) == INDEX_NONE) { DestroyOnlineGameCompleteDelegates[DestroyOnlineGameCompleteDelegates.Length] = DestroyOnlineGameCompleteDelegate; } } /** * Removes the delegate from the notification list * * @param DestroyOnlineGameCompleteDelegate the delegate to use for notifications */ function ClearDestroyOnlineGameCompleteDelegate(delegate<OnDestroyOnlineGameComplete> DestroyOnlineGameCompleteDelegate) { local int RemoveIndex; RemoveIndex = DestroyOnlineGameCompleteDelegates.Find(DestroyOnlineGameCompleteDelegate); if (RemoveIndex != INDEX_NONE) { DestroyOnlineGameCompleteDelegates.Remove(RemoveIndex,1); } } /** * Searches for games matching the settings specified * * @param SearchingPlayerNum the index of the player searching for a match * @param SearchSettings the desired settings that the returned sessions will have * * @return true if successful destroying the session, false otherwsie */ native function bool FindOnlineGames(byte SearchingPlayerNum,OnlineGameSearch SearchSettings); /** * Adds the delegate used to notify the gameplay code that the search they * kicked off has completed * * @param FindOnlineGamesCompleteDelegate the delegate to use for notifications */ function AddFindOnlineGamesCompleteDelegate(delegate<OnFindOnlineGamesComplete> FindOnlineGamesCompleteDelegate) { // Only add to the list once if (FindOnlineGamesCompleteDelegates.Find(FindOnlineGamesCompleteDelegate) == INDEX_NONE) { FindOnlineGamesCompleteDelegates[FindOnlineGamesCompleteDelegates.Length] = FindOnlineGamesCompleteDelegate; } } /** * Removes the delegate from the notify list * * @param FindOnlineGamesCompleteDelegate the delegate to use for notifications */ function ClearFindOnlineGamesCompleteDelegate(delegate<OnFindOnlineGamesComplete> FindOnlineGamesCompleteDelegate) { local int RemoveIndex; // Find it in the list RemoveIndex = FindOnlineGamesCompleteDelegates.Find(FindOnlineGamesCompleteDelegate); // Only remove if found if (RemoveIndex != INDEX_NONE) { FindOnlineGamesCompleteDelegates.Remove(RemoveIndex,1); } } /** * Cancels the current search in progress if possible for that search type * * @return true if successful searching for sessions, false otherwise */ native function bool CancelFindOnlineGames(); /** * Delegate fired when the cancellation of a search for an online game has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnCancelFindOnlineGamesComplete(bool bWasSuccessful); /** * Adds the delegate to the list to notify with * * @param CancelFindOnlineGamesCompleteDelegate the delegate to use for notifications */ function AddCancelFindOnlineGamesCompleteDelegate(delegate<OnCancelFindOnlineGamesComplete> CancelFindOnlineGamesCompleteDelegate) { // Only add to the list once if (CancelFindOnlineGamesCompleteDelegates.Find(CancelFindOnlineGamesCompleteDelegate) == INDEX_NONE) { CancelFindOnlineGamesCompleteDelegates[CancelFindOnlineGamesCompleteDelegates.Length] = CancelFindOnlineGamesCompleteDelegate; } } /** * Removes the delegate from the notify list * * @param CancelFindOnlineGamesCompleteDelegate the delegate to use for notifications */ function ClearCancelFindOnlineGamesCompleteDelegate(delegate<OnCancelFindOnlineGamesComplete> CancelFindOnlineGamesCompleteDelegate) { local int RemoveIndex; // Find it in the list RemoveIndex = CancelFindOnlineGamesCompleteDelegates.Find(CancelFindOnlineGamesCompleteDelegate); // Only remove if found if (RemoveIndex != INDEX_NONE) { CancelFindOnlineGamesCompleteDelegates.Remove(RemoveIndex,1); } } /** * Cleans up any platform specific allocated data contained in the search results * * @param Search the object to free search results for * * @return true if successful, false otherwise */ native function bool FreeSearchResults(optional OnlineGameSearch Search); /** * Joins the game specified * * @param PlayerNum the index of the player searching for a match * @param DesiredGame the desired game to join * * @return true if the call was successful, false otherwise */ native function bool JoinOnlineGame(byte PlayerNum,const out OnlineGameSearchResult DesiredGame); /** * Delegate fired when the joing process for an online game has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnJoinOnlineGameComplete(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the join request they * kicked off has completed * * @param JoinOnlineGameCompleteDelegate the delegate to use for notifications */ function AddJoinOnlineGameCompleteDelegate(delegate<OnJoinOnlineGameComplete> JoinOnlineGameCompleteDelegate) { if (JoinOnlineGameCompleteDelegates.Find(JoinOnlineGameCompleteDelegate) == INDEX_NONE) { JoinOnlineGameCompleteDelegates[JoinOnlineGameCompleteDelegates.Length] = JoinOnlineGameCompleteDelegate; } } /** * Removes the delegate from the notify list * * @param JoinOnlineGameCompleteDelegate the delegate to use for notifications */ function ClearJoinOnlineGameCompleteDelegate(delegate<OnJoinOnlineGameComplete> JoinOnlineGameCompleteDelegate) { local int RemoveIndex; // Find it in the list RemoveIndex = JoinOnlineGameCompleteDelegates.Find(JoinOnlineGameCompleteDelegate); // Only remove if found if (RemoveIndex != INDEX_NONE) { JoinOnlineGameCompleteDelegates.Remove(RemoveIndex,1); } } /** * Returns the platform specific connection information for joining the match. * Call this function from the delegate of join completion * * @param ConnectInfo the out var containing the platform specific connection information * * @return true if the call was successful, false otherwise */ native function bool GetResolvedConnectString(out string ConnectInfo); /** * Registers a player with the online service as being part of the online game * * @param PlayerId the player to register with the online service * @param bWasInvited whether the player was invited or is coming via a search * * @return true if the call succeeds, false otherwise */ native function bool RegisterPlayer(UniqueNetId PlayerId,bool bWasInvited); /** * Delegate fired when the registration process has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnRegisterPlayerComplete(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the player * registration request they submitted has completed * * @param RegisterPlayerCompleteDelegate the delegate to use for notifications */ function AddRegisterPlayerCompleteDelegate(delegate<OnRegisterPlayerComplete> RegisterPlayerCompleteDelegate) { if (RegisterPlayerCompleteDelegates.Find(RegisterPlayerCompleteDelegate) == INDEX_NONE) { RegisterPlayerCompleteDelegates[RegisterPlayerCompleteDelegates.Length] = RegisterPlayerCompleteDelegate; } } /** * Removes the specified delegate from the notification list * * @param RegisterPlayerCompleteDelegate the delegate to use for notifications */ function ClearRegisterPlayerCompleteDelegate(delegate<OnRegisterPlayerComplete> RegisterPlayerCompleteDelegate) { local int RemoveIndex; RemoveIndex = RegisterPlayerCompleteDelegates.Find(RegisterPlayerCompleteDelegate); if (RemoveIndex != INDEX_NONE) { RegisterPlayerCompleteDelegates.Remove(RemoveIndex,1); } } /** * Unregisters a player with the online service as being part of the online game * * @param PlayerId the player to unregister with the online service * * @return true if the call succeeds, false otherwise */ native function bool UnregisterPlayer(UniqueNetId PlayerId); /** * Delegate fired when the unregistration process has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnUnregisterPlayerComplete(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the player * Unregistration request they submitted has completed * * @param UnregisterPlayerCompleteDelegate the delegate to use for notifications */ function AddUnregisterPlayerCompleteDelegate(delegate<OnUnregisterPlayerComplete> UnregisterPlayerCompleteDelegate) { if (UnregisterPlayerCompleteDelegates.Find(UnregisterPlayerCompleteDelegate) == INDEX_NONE) { UnregisterPlayerCompleteDelegates[UnregisterPlayerCompleteDelegates.Length] = UnregisterPlayerCompleteDelegate; } } /** * Removes the specified delegate from the notification list * * @param UnregisterPlayerCompleteDelegate the delegate to use for notifications */ function ClearUnregisterPlayerCompleteDelegate(delegate<OnUnregisterPlayerComplete> UnregisterPlayerCompleteDelegate) { local int RemoveIndex; RemoveIndex = UnregisterPlayerCompleteDelegates.Find(UnregisterPlayerCompleteDelegate); if (RemoveIndex != INDEX_NONE) { UnregisterPlayerCompleteDelegates.Remove(RemoveIndex,1); } } /** * Updates the current session's skill rating using the list of players' skills * * @param Players the set of players to use in the skill calculation * * @return true if the update succeeded, false otherwise */ native function bool RecalculateSkillRating(const out array<UniqueNetId> Players); /** * Reads the online profile settings for a given user * * @param LocalUserNum the user that we are reading the data for * @param ProfileSettings the object to copy the results to and contains the list of items to read * * @return true if the call succeeds, false otherwise */ native function bool ReadProfileSettings(byte LocalUserNum,OnlineProfileSettings ProfileSettings); /** * Delegate used when the last read profile settings request has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnReadProfileSettingsComplete(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the last read request has completed * * @param LocalUserNum which user to watch for read complete notifications * @param ReadProfileSettingsCompleteDelegate the delegate to use for notifications */ function AddReadProfileSettingsCompleteDelegate(byte LocalUserNum,delegate<OnReadProfileSettingsComplete> ReadProfileSettingsCompleteDelegate) { // Make sure the user is valid if (LocalUserNum >= 0 && LocalUserNum < 4) { // Add this delegate to the array if not already present if (ProfileCache[LocalUserNum].ReadDelegates.Find(ReadProfileSettingsCompleteDelegate) == INDEX_NONE) { ProfileCache[LocalUserNum].ReadDelegates[ProfileCache[LocalUserNum].ReadDelegates.Length] = ReadProfileSettingsCompleteDelegate; } } else { WarnInternal("Invalid index ("$LocalUserNum$") passed to SetReadProfileSettingsCompleteDelegate()"); } } /** * Searches the existing set of delegates for the one specified and removes it * from the list * * @param LocalUserNum which user to watch for read complete notifications * @param ReadProfileSettingsCompleteDelegate the delegate to find and clear */ function ClearReadProfileSettingsCompleteDelegate(byte LocalUserNum,delegate<OnReadProfileSettingsComplete> ReadProfileSettingsCompleteDelegate) { local int RemoveIndex; // Make sure the user is valid if (LocalUserNum >= 0 && LocalUserNum < 4) { RemoveIndex = ProfileCache[LocalUserNum].ReadDelegates.Find(ReadProfileSettingsCompleteDelegate); // Remove this delegate from the array if found if (RemoveIndex != INDEX_NONE) { ProfileCache[LocalUserNum].ReadDelegates.Remove(RemoveIndex,1); } } else { WarnInternal("Invalid index ("$LocalUserNum$") passed to ClearReadProfileSettingsCompleteDelegate()"); } } /** * Returns the online profile settings for a given user * * @param LocalUserNum the user that we are reading the data for * * @return the profile settings object */ function OnlineProfileSettings GetProfileSettings(byte LocalUserNum) { if (LocalUserNum >= 0 && LocalUserNum < 4) { return ProfileCache[LocalUserNum].Profile; } return None; } /** * Writes the online profile settings for a given user to the online data store * * @param LocalUserNum the user that we are writing the data for * @param ProfileSettings the list of settings to write out * * @return true if the call succeeds, false otherwise */ native function bool WriteProfileSettings(byte LocalUserNum,OnlineProfileSettings ProfileSettings); /** * Delegate used when the last write profile settings request has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnWriteProfileSettingsComplete(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the last read request has completed * * @param LocalUserNum which user to watch for read complete notifications * @param ReadProfileSettingsCompleteDelegate the delegate to use for notifications */ function AddWriteProfileSettingsCompleteDelegate(byte LocalUserNum,delegate<OnWriteProfileSettingsComplete> WriteProfileSettingsCompleteDelegate) { // Make sure the user is valid if (LocalUserNum >= 0 && LocalUserNum < 4) { // Add this delegate to the array if not already present if (ProfileCache[LocalUserNum].WriteDelegates.Find(WriteProfileSettingsCompleteDelegate) == INDEX_NONE) { ProfileCache[LocalUserNum].WriteDelegates[ProfileCache[LocalUserNum].WriteDelegates.Length] = WriteProfileSettingsCompleteDelegate; } } else { WarnInternal("Invalid index ("$LocalUserNum$") passed to AddWriteProfileSettingsCompleteDelegate()"); } } /** * Searches the existing set of delegates for the one specified and removes it * from the list * * @param LocalUserNum which user to watch for read complete notifications * @param ReadProfileSettingsCompleteDelegate the delegate to find and clear */ function ClearWriteProfileSettingsCompleteDelegate(byte LocalUserNum,delegate<OnWriteProfileSettingsComplete> WriteProfileSettingsCompleteDelegate) { local int RemoveIndex; // Make sure the user is valid if (LocalUserNum >= 0 && LocalUserNum < 4) { RemoveIndex = ProfileCache[LocalUserNum].WriteDelegates.Find(WriteProfileSettingsCompleteDelegate); // Remove this delegate from the array if found if (RemoveIndex != INDEX_NONE) { ProfileCache[LocalUserNum].WriteDelegates.Remove(RemoveIndex,1); } } else { WarnInternal("Invalid index ("$LocalUserNum$") passed to ClearWriteProfileSettingsCompleteDelegate()"); } } /** * Sets a rich presence information to use for the specified player * * @param LocalUserNum the controller number of the associated user * @param PresenceMode the rich presence mode to use * @param LocalizedStringSettings the list of localized string settings to set * @param Properties the list of properties to set */ native function SetOnlineStatus(byte LocalUserNum,int PresenceMode, const out array<LocalizedStringSetting> LocalizedStringSettings, const out array<SettingsProperty> Properties); /** * Displays the invite ui * * @param LocalUserNum the local user sending the invite * @param InviteText the string to prefill the UI with */ native function bool ShowInviteUI(byte LocalUserNum,optional string InviteText); /** * Displays the marketplace UI for content * * @param LocalUserNum the local user viewing available content */ native function bool ShowContentMarketplaceUI(byte LocalUserNum); /** * Displays the marketplace UI for memberships * * @param LocalUserNum the local user viewing available memberships */ native function bool ShowMembershipMarketplaceUI(byte LocalUserNum); /** * Displays the UI that allows the user to choose which device to save content to * * @param LocalUserNum the controller number of the associated user * @param SizeNeeded the size of the data to be saved in bytes * @param bForceShowUI true to always show the UI, false to only show the * UI if there are multiple valid choices * * @return TRUE if it was able to show the UI, FALSE if it failed */ native function bool ShowDeviceSelectionUI(byte LocalUserNum,int SizeNeeded,bool bForceShowUI = false); /** * Sets the delegate used to notify the gameplay code that the user has completed * their device selection * * @param LocalUserNum the controller number of the associated user * @param DeviceDelegate the delegate to use for notifications */ function AddDeviceSelectionDoneDelegate(byte LocalUserNum,delegate<OnDeviceSelectionComplete> DeviceDelegate) { local int AddIndex; if (LocalUserNum >= 0 && LocalUserNum < 4) { // Add this delegate to the array if not already present if (DeviceCache[LocalUserNum].DeviceSelectionDelegates.Find(DeviceDelegate) == INDEX_NONE) { AddIndex = DeviceCache[LocalUserNum].DeviceSelectionDelegates.Length; DeviceCache[LocalUserNum].DeviceSelectionDelegates.Length = DeviceCache[LocalUserNum].DeviceSelectionDelegates.Length + 1; DeviceCache[LocalUserNum].DeviceSelectionDelegates[AddIndex] = DeviceDelegate; } } else { WarnInternal("Invalid index ("$LocalUserNum$") passed to SetDeviceSelectionDoneDelegate()"); } } /** * Removes the specified delegate from the list of callbacks * * @param LocalUserNum the controller number of the associated user * @param DeviceDelegate the delegate to use for notifications */ function ClearDeviceSelectionDoneDelegate(byte LocalUserNum,delegate<OnDeviceSelectionComplete> DeviceDelegate) { local int RemoveIndex; if (LocalUserNum >= 0 && LocalUserNum < 4) { // Find the delegate and remove it RemoveIndex = DeviceCache[LocalUserNum].DeviceSelectionDelegates.Find(DeviceDelegate); if (RemoveIndex != INDEX_NONE) { DeviceCache[LocalUserNum].DeviceSelectionDelegates.Remove(RemoveIndex,1); } } else { WarnInternal("Invalid index ("$LocalUserNum$") passed to ClearDeviceSelectionDoneDelegate()"); } } /** * Fetches the results of the device selection * * @param LocalPlayerNum the player to check the results for * @param DeviceName out param that gets a copy of the string * * @return the ID of the device that was selected */ native function int GetDeviceSelectionResults(byte LocalPlayerNum,out string DeviceName); /** * Delegate used when the device selection request has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnDeviceSelectionComplete(bool bWasSuccessful); /** * Checks the device id to determine if it is still valid (could be removed) * * @param DeviceId the device to check * * @return true if valid, false otherwise */ native function bool IsDeviceValid(int DeviceId); /** * Unlocks the specified achievement for the specified user * * @param LocalUserNum the controller number of the associated user * @param AchievementId the id of the achievement to unlock * * @return TRUE if the call worked, FALSE otherwise */ native function bool UnlockAchievement(byte LocalUserNum,int AchievementId); /** * Adds the delegate used to notify the gameplay code that the achievement unlocking has completed * * @param LocalUserNum which user to watch for read complete notifications * @param UnlockAchievementCompleteDelegate the delegate to use for notifications */ function AddUnlockAchievementCompleteDelegate(byte LocalUserNum,delegate<OnUnlockAchievementComplete> UnlockAchievementCompleteDelegate) { // Make sure the user is valid if (LocalUserNum >= 0 && LocalUserNum < 4) { if (PerUserDelegates[LocalUserNum].AchievementDelegates.Find(UnlockAchievementCompleteDelegate) == INDEX_NONE) { PerUserDelegates[LocalUserNum].AchievementDelegates[PerUserDelegates[LocalUserNum].AchievementDelegates.Length] = UnlockAchievementCompleteDelegate; } } else { WarnInternal("Invalid index ("$LocalUserNum$") passed to AddUnlockAchievementCompleteDelegate()"); } } /** * Clears the delegate used to notify the gameplay code that the achievement unlocking has completed * * @param LocalUserNum which user to watch for read complete notifications * @param UnlockAchievementCompleteDelegate the delegate to use for notifications */ function ClearUnlockAchievementCompleteDelegate(byte LocalUserNum,delegate<OnUnlockAchievementComplete> UnlockAchievementCompleteDelegate) { local int RemoveIndex; // Make sure the user is valid if (LocalUserNum >= 0 && LocalUserNum < 4) { RemoveIndex = PerUserDelegates[LocalUserNum].AchievementDelegates.Find(UnlockAchievementCompleteDelegate); if (RemoveIndex != INDEX_NONE) { PerUserDelegates[LocalUserNum].AchievementDelegates.Remove(RemoveIndex,1); } } else { WarnInternal("Invalid index ("$LocalUserNum$") passed to ClearUnlockAchievementCompleteDelegate()"); } } /** * Delegate used when the achievement unlocking has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnUnlockAchievementComplete(bool bWasSuccessful); /** * Unlocks a gamer picture for the local user * * @param LocalUserNum the user to unlock the picture for * @param PictureId the id of the picture to unlock */ native function bool UnlockGamerPicture(byte LocalUserNum,int PictureId); /** * Called when an external change to player profile data has occured */ delegate OnProfileDataChanged(); /** * Sets the delegate used to notify the gameplay code that someone has changed their profile data externally * * @param LocalUserNum the user the delegate is interested in * @param ProfileDataChangedDelegate the delegate to use for notifications */ function AddProfileDataChangedDelegate(byte LocalUserNum,delegate<OnProfileDataChanged> ProfileDataChangedDelegate) { if (LocalUserNum >= 0 && LocalUserNum < 4) { if (ProfileCache[LocalUserNum].ProfileDataChangedDelegates.Find(ProfileDataChangedDelegate) == INDEX_NONE) { ProfileCache[LocalUserNum].ProfileDataChangedDelegates[ProfileCache[LocalUserNum].ProfileDataChangedDelegates.Length] = ProfileDataChangedDelegate; } } else { LogInternal("Invalid user id ("$LocalUserNum$") specified for AddProfileDataChangedDelegate()"); } } /** * Clears the delegate used to notify the gameplay code that someone has changed their profile data externally * * @param LocalUserNum the user the delegate is interested in * @param ProfileDataChangedDelegate the delegate to use for notifications */ function ClearProfileDataChangedDelegate(byte LocalUserNum,delegate<OnProfileDataChanged> ProfileDataChangedDelegate) { local int RemoveIndex; if (LocalUserNum >= 0 && LocalUserNum < 4) { RemoveIndex = ProfileCache[LocalUserNum].ProfileDataChangedDelegates.Find(ProfileDataChangedDelegate); if (RemoveIndex != INDEX_NONE) { ProfileCache[LocalUserNum].ProfileDataChangedDelegates.Remove(RemoveIndex,1); } } else { LogInternal("Invalid user id ("$LocalUserNum$") specified for ClearProfileDataChangedDelegate()"); } } /** * Marks an online game as in progress (as opposed to being in lobby) * * @return true if the call succeeds, false otherwise */ native function bool StartOnlineGame(); /** * Delegate fired when the online game has transitioned to the started state * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnStartOnlineGameComplete(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the online game has * transitioned to the started state. * * @param StartOnlineGameCompleteDelegate the delegate to use for notifications */ function AddStartOnlineGameCompleteDelegate(delegate<OnStartOnlineGameComplete> StartOnlineGameCompleteDelegate) { if (StartOnlineGameCompleteDelegates.Find(StartOnlineGameCompleteDelegate) == INDEX_NONE) { StartOnlineGameCompleteDelegates[StartOnlineGameCompleteDelegates.Length] = StartOnlineGameCompleteDelegate; } } /** * Removes the delegate from the notify list * * @param StartOnlineGameCompleteDelegate the delegate to use for notifications */ function ClearStartOnlineGameCompleteDelegate(delegate<OnStartOnlineGameComplete> StartOnlineGameCompleteDelegate) { local int RemoveIndex; RemoveIndex = StartOnlineGameCompleteDelegates.Find(StartOnlineGameCompleteDelegate); if (RemoveIndex != INDEX_NONE) { StartOnlineGameCompleteDelegates.Remove(RemoveIndex,1); } } /** * Marks an online game as having been ended * * @return true if the call succeeds, false otherwise */ native function bool EndOnlineGame(); /** * Delegate fired when the online game has transitioned to the ending game state * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnEndOnlineGameComplete(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the online game has * transitioned to the ending state. * * @param EndOnlineGameCompleteDelegate the delegate to use for notifications */ function AddEndOnlineGameCompleteDelegate(delegate<OnEndOnlineGameComplete> EndOnlineGameCompleteDelegate) { if (EndOnlineGameCompleteDelegates.Find(EndOnlineGameCompleteDelegate) == INDEX_NONE) { EndOnlineGameCompleteDelegates[EndOnlineGameCompleteDelegates.Length] = EndOnlineGameCompleteDelegate; } } /** * Removes the delegate from the notify list * * @param EndOnlineGameCompleteDelegate the delegate to use for notifications */ function ClearEndOnlineGameCompleteDelegate(delegate<OnEndOnlineGameComplete> EndOnlineGameCompleteDelegate) { local int RemoveIndex; RemoveIndex = EndOnlineGameCompleteDelegates.Find(EndOnlineGameCompleteDelegate); if (RemoveIndex != INDEX_NONE) { EndOnlineGameCompleteDelegates.Remove(RemoveIndex,1); } } /** * Tells the game to register with the underlying arbitration server if available */ native function bool RegisterForArbitration(); /** * Tells the online subsystem to accept the game invite that is currently pending * * @param LocalUserNum the local user accepting the invite */ native function bool AcceptGameInvite(byte LocalUserNum); /** * Delegate fired when the online game has completed registration for arbitration * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnArbitrationRegistrationComplete(bool bWasSuccessful); /** * Sets the notification callback to use when arbitration registration has completed * * @param ArbitrationRegistrationCompleteDelegate the delegate to use for notifications */ function AddArbitrationRegistrationCompleteDelegate(delegate<OnArbitrationRegistrationComplete> ArbitrationRegistrationCompleteDelegate) { if (ArbitrationRegistrationCompleteDelegates.Find(ArbitrationRegistrationCompleteDelegate) == INDEX_NONE) { ArbitrationRegistrationCompleteDelegates[ArbitrationRegistrationCompleteDelegates.Length] = ArbitrationRegistrationCompleteDelegate; } } /** * Removes the notification callback to use when arbitration registration has completed * * @param ArbitrationRegistrationCompleteDelegate the delegate to use for notifications */ function ClearArbitrationRegistrationCompleteDelegate(delegate<OnArbitrationRegistrationComplete> ArbitrationRegistrationCompleteDelegate) { local int RemoveIndex; RemoveIndex = ArbitrationRegistrationCompleteDelegates.Find(ArbitrationRegistrationCompleteDelegate); if (RemoveIndex != INDEX_NONE) { ArbitrationRegistrationCompleteDelegates.Remove(RemoveIndex,1); } } /** * Returns the list of arbitrated players for the arbitrated session */ function array<OnlineArbitrationRegistrant> GetArbitratedPlayers() { return ArbitrationList; } /** * Starts an async task that retrieves the list of friends for the player from the * online service. The list can be retrieved in whole or in part. * * @param LocalUserNum the user to read the friends list of * @param Count the number of friends to read or zero for all * @param StartingAt the index of the friends list to start at (for pulling partial lists) * * @return true if the read request was issued successfully, false otherwise */ native function bool ReadFriendsList(byte LocalUserNum,optional int Count,optional int StartingAt); /** * Delegate used when the friends read request has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnReadFriendsComplete(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the friends read request has completed * * @param LocalUserNum the user to read the friends list of * @param ReadFriendsCompleteDelegate the delegate to use for notifications */ function AddReadFriendsCompleteDelegate(byte LocalUserNum,delegate<OnReadFriendsComplete> ReadFriendsCompleteDelegate) { if (LocalUserNum >= 0 && LocalUserNum < 4) { if (FriendsCache[LocalUserNum].ReadFriendsDelegates.Find(ReadFriendsCompleteDelegate) == INDEX_NONE) { FriendsCache[LocalUserNum].ReadFriendsDelegates[FriendsCache[LocalUserNum].ReadFriendsDelegates.Length] = ReadFriendsCompleteDelegate; } } else { WarnInternal("Invalid index ("$LocalUserNum$") passed to AddReadFriendsCompleteDelegate()"); } } /** * Removes the delegate from the list of notifications * * @param LocalUserNum the user to read the friends list of * @param ReadFriendsCompleteDelegate the delegate to use for notifications */ function ClearReadFriendsCompleteDelegate(byte LocalUserNum,delegate<OnReadFriendsComplete> ReadFriendsCompleteDelegate) { local int RemoveIndex; if (LocalUserNum >= 0 && LocalUserNum < 4) { RemoveIndex = FriendsCache[LocalUserNum].ReadFriendsDelegates.Find(ReadFriendsCompleteDelegate); if (RemoveIndex != INDEX_NONE) { FriendsCache[LocalUserNum].ReadFriendsDelegates.Remove(RemoveIndex,1); } } else { WarnInternal("Invalid index ("$LocalUserNum$") passed to ClearReadFriendsCompleteDelegate()"); } } /** * Copies the list of friends for the player previously retrieved from the online * service. The list can be retrieved in whole or in part. * * @param LocalUserNum the user to read the friends list of * @param Friends the out array that receives the copied data * @param Count the number of friends to read or zero for all * @param StartingAt the index of the friends list to start at (for pulling partial lists) * * @return ERS_Done if the read has completed, otherwise one of the other states */ native function EOnlineEnumerationReadState GetFriendsList(byte LocalUserNum,out array<OnlineFriend> Friends,optional int Count,optional int StartingAt); /** * Sets the delegate used to notify the gameplay code when a game invite has been accepted * * @param LocalUserNum the user to request notification for * @param GameInviteAcceptedDelegate the delegate to use for notifications */ function AddGameInviteAcceptedDelegate(byte LocalUserNum,delegate<OnGameInviteAccepted> GameInviteAcceptedDelegate) { if (LocalUserNum >= 0 && LocalUserNum < 4) { if (InviteCache[LocalUserNum].InviteDelegates.Find(GameInviteAcceptedDelegate) == INDEX_NONE) { InviteCache[LocalUserNum].InviteDelegates[InviteCache[LocalUserNum].InviteDelegates.Length] = GameInviteAcceptedDelegate; } } else { WarnInternal("Invalid index ("$LocalUserNum$") passed to AddGameInviteAcceptedDelegate()"); } } /** * Removes the delegate used to notify the gameplay code when a game invite has been accepted * * @param LocalUserNum the user to request notification for * @param GameInviteAcceptedDelegate the delegate to use for notifications */ function ClearGameInviteAcceptedDelegate(byte LocalUserNum,delegate<OnGameInviteAccepted> GameInviteAcceptedDelegate) { local int RemoveIndex; if (LocalUserNum >= 0 && LocalUserNum < 4) { RemoveIndex = InviteCache[LocalUserNum].InviteDelegates.Find(GameInviteAcceptedDelegate); if (RemoveIndex != INDEX_NONE) { InviteCache[LocalUserNum].InviteDelegates.Remove(RemoveIndex,1); } } else { WarnInternal("Invalid index ("$LocalUserNum$") passed to ClearGameInviteAcceptedDelegate()"); } } /** * Called when a user accepts a game invitation. Allows the gameplay code a chance * to clean up any existing state before accepting the invite. The invite must be * accepted by calling AcceptGameInvite() on the OnlineGameInterface after clean up * has completed * * @param InviteSettings the settings for the game we're joining via invite */ delegate OnGameInviteAccepted(OnlineGameSettings InviteSettings); /** * Delegate used in content change (add or deletion) notifications * for any user */ delegate OnContentChange(); /** * Sets the delegate used to notify the gameplay code that (downloaded) content changed * * @param Content Delegate the delegate to use for notifications * @param LocalUserNum whether to watch for changes on a specific slot or all slots */ function AddContentChangeDelegate(delegate<OnContentChange> ContentDelegate,optional byte LocalUserNum = 255) { if (LocalUserNum == 255) { if (AnyContentChangeDelegates.Find(ContentDelegate) == INDEX_NONE) { AnyContentChangeDelegates[AnyContentChangeDelegates.Length] = ContentDelegate; } } // Make sure it's within range else if (LocalUserNum >= 0 && LocalUserNum < 4) { if (ContentCache[LocalUserNum].ContentChangeDelegates.Find(ContentDelegate) == INDEX_NONE) { ContentCache[LocalUserNum].ContentChangeDelegates[ContentCache[LocalUserNum].ContentChangeDelegates.Length] = ContentDelegate; } } else { WarnInternal("Invalid index ("$LocalUserNum$") passed to AddContentChangeDelegate()"); } } /** * Sets the delegate used to notify the gameplay code that (downloaded) content changed * * @param Content Delegate the delegate to use for notifications * @param LocalUserNum whether to watch for changes on a specific slot or all slots */ function ClearContentChangeDelegate(delegate<OnContentChange> ContentDelegate,optional byte LocalUserNum = 255) { local int RemoveIndex; if (LocalUserNum == 255) { RemoveIndex = AnyContentChangeDelegates.Find(ContentDelegate); if (RemoveIndex != INDEX_NONE) { AnyContentChangeDelegates.Remove(RemoveIndex,1); } } // Make sure it's within range else if (LocalUserNum >= 0 && LocalUserNum < 4) { RemoveIndex = ContentCache[LocalUserNum].ContentChangeDelegates.Find(ContentDelegate); if (RemoveIndex != INDEX_NONE) { ContentCache[LocalUserNum].ContentChangeDelegates.Remove(RemoveIndex,1); } } else { WarnInternal("Invalid index ("$LocalUserNum$") passed to ClearContentChangeDelegate()"); } } /** * Delegate used when the content read request has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnReadContentComplete(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the content read request has completed * * @param LocalUserNum the user to read the content list of * @param ReadContentCompleteDelegate the delegate to use for notifications */ function AddReadContentComplete(byte LocalUserNum,delegate<OnReadContentComplete> ReadContentCompleteDelegate) { // Make sure it's within range if (LocalUserNum >= 0 && LocalUserNum < 4) { if (ContentCache[LocalUserNum].ReadCompleteDelegates.Find(ReadContentCompleteDelegate) == INDEX_NONE) { ContentCache[LocalUserNum].ReadCompleteDelegates[ContentCache[LocalUserNum].ReadCompleteDelegates.Length] = ReadContentCompleteDelegate; } } else { WarnInternal("Invalid index ("$LocalUserNum$") passed to AddReadContentComplete()"); } } /** * Sets the delegate used to notify the gameplay code that the content read request has completed * * @param LocalUserNum the user to read the content list of * @param ReadContentCompleteDelegate the delegate to use for notifications */ function ClearReadContentComplete(byte LocalUserNum,delegate<OnReadContentComplete> ReadContentCompleteDelegate) { local int RemoveIndex; // Make sure it's within range if (LocalUserNum >= 0 && LocalUserNum < 4) { RemoveIndex = ContentCache[LocalUserNum].ReadCompleteDelegates.Find(ReadContentCompleteDelegate); if (RemoveIndex != INDEX_NONE) { ContentCache[LocalUserNum].ReadCompleteDelegates.Remove(RemoveIndex,1); } } else { WarnInternal("Invalid index ("$LocalUserNum$") passed to ClearReadContentComplete()"); } } /** * Starts an async task that retrieves the list of downloaded content for the player. * * @param LocalUserNum The user to read the content list of * * @return true if the read request was issued successfully, false otherwise */ native function bool ReadContentList(byte LocalUserNum); /** * Retrieve the list of content the given user has downloaded or otherwise retrieved * to the local console. * @param LocalUserNum The user to read the content list of * @param ContentList The out array that receives the list of all content * * @return ERS_Done if the read has completed, otherwise one of the other states */ native function EOnlineEnumerationReadState GetContentList(byte LocalUserNum, out array<OnlineContent> ContentList); /** * Asks the online system for the number of new and total content downloads * * @param LocalUserNum the user to check the content download availability for * * @return TRUE if the call succeeded, FALSE otherwise */ native function bool QueryAvailableDownloads(byte LocalUserNum); /** * Called once the download query completes * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnQueryAvailableDownloadsComplete(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the content download query has completed * * @param LocalUserNum the user to check the content download availability for * @param ReadContentCompleteDelegate the delegate to use for notifications */ function AddQueryAvailableDownloadsComplete(byte LocalUserNum,delegate<OnQueryAvailableDownloadsComplete> QueryDownloadsDelegate) { // Make sure it's within range if (LocalUserNum >= 0 && LocalUserNum < 4) { if (ContentCache[LocalUserNum].QueryDownloadsDelegates.Find(QueryDownloadsDelegate) == INDEX_NONE) { ContentCache[LocalUserNum].QueryDownloadsDelegates[ContentCache[LocalUserNum].QueryDownloadsDelegates.Length] = QueryDownloadsDelegate; } } else { WarnInternal("Invalid index ("$LocalUserNum$") passed to AddQueryAvailableDownloadsComplete()"); } } /** * Sets the delegate used to notify the gameplay code that the content download query has completed * * @param LocalUserNum the user to check the content download availability for * @param ReadContentCompleteDelegate the delegate to use for notifications */ function ClearQueryAvailableDownloadsComplete(byte LocalUserNum,delegate<OnQueryAvailableDownloadsComplete> QueryDownloadsDelegate) { local int RemoveIndex; // Make sure it's within range if (LocalUserNum >= 0 && LocalUserNum < 4) { RemoveIndex = ContentCache[LocalUserNum].QueryDownloadsDelegates.Find(QueryDownloadsDelegate); if (RemoveIndex != INDEX_NONE) { ContentCache[LocalUserNum].QueryDownloadsDelegates.Remove(RemoveIndex,1); } } else { WarnInternal("Invalid index ("$LocalUserNum$") passed to ClearQueryAvailableDownloadsComplete()"); } } /** * Returns the number of new and total downloads available for the user * * @param LocalUserNum the user to check the content download availability for * @param NewDownloads out value of the number of new downloads available * @param TotalDownloads out value of the number of total downloads available */ function GetAvailableDownloadCounts(byte LocalUserNum,out int NewDownloads,out int TotalDownloads) { // Make sure it's within range if (LocalUserNum >= 0 && LocalUserNum < 4) { NewDownloads = ContentCache[LocalUserNum].NewDownloadCount; TotalDownloads = ContentCache[LocalUserNum].TotalDownloadCount; } else { WarnInternal("Invalid index ("$LocalUserNum$") passed to GetAvailableDownloadCounts()"); } } /** * Registers the user as a talker * * @param LocalUserNum the local player index that is a talker * * @return TRUE if the call succeeded, FALSE otherwise */ native function bool RegisterLocalTalker(byte LocalUserNum); /** * Unregisters the user as a talker * * @param LocalUserNum the local player index to be removed * * @return TRUE if the call succeeded, FALSE otherwise */ native function bool UnregisterLocalTalker(byte LocalUserNum); /** * Registers a remote player as a talker * * @param PlayerId the unique id of the remote player that is a talker * * @return TRUE if the call succeeded, FALSE otherwise */ native function bool RegisterRemoteTalker(UniqueNetId PlayerId); /** * Unregisters a remote player as a talker * * @param PlayerId the unique id of the remote player to be removed * * @return TRUE if the call succeeded, FALSE otherwise */ native function bool UnregisterRemoteTalker(UniqueNetId PlayerId); /** * Determines if the specified player is actively talking into the mic * * @param LocalUserNum the local player index being queried * * @return TRUE if the player is talking, FALSE otherwise */ native function bool IsLocalPlayerTalking(byte LocalUserNum); /** * Determines if the specified remote player is actively talking into the mic * NOTE: Network latencies will make this not 100% accurate * * @param PlayerId the unique id of the remote player being queried * * @return TRUE if the player is talking, FALSE otherwise */ native function bool IsRemotePlayerTalking(UniqueNetId PlayerId); /** * Determines if the specified player has a headset connected * * @param LocalUserNum the local player index being queried * * @return TRUE if the player has a headset plugged in, FALSE otherwise */ native function bool IsHeadsetPresent(byte LocalUserNum); /** * Sets the relative priority for a remote talker. 0 is highest * * @param LocalUserNum the user that controls the relative priority * @param PlayerId the remote talker that is having their priority changed for * @param Priority the relative priority to use (0 highest, < 0 is muted) * * @return TRUE if the function succeeds, FALSE otherwise */ native function bool SetRemoteTalkerPriority(byte LocalUserNum,UniqueNetId PlayerId,int Priority); /** * Mutes a remote talker for the specified local player. NOTE: This is separate * from the user's permanent online mute list * * @param LocalUserNum the user that is muting the remote talker * @param PlayerId the remote talker that is being muted * * @return TRUE if the function succeeds, FALSE otherwise */ native function bool MuteRemoteTalker(byte LocalUserNum,UniqueNetId PlayerId); /** * Allows a remote talker to talk to the specified local player. NOTE: This call * will fail for remote talkers on the user's permanent online mute list * * @param LocalUserNum the user that is allowing the remote talker to talk * @param PlayerId the remote talker that is being restored to talking * * @return TRUE if the function succeeds, FALSE otherwise */ native function bool UnmuteRemoteTalker(byte LocalUserNum,UniqueNetId PlayerId); /** * Called when a player is talking either locally or remote. This will be called * once for each active talker each frame. * * @param Player the player that is talking */ delegate OnPlayerTalking(UniqueNetId Player); /** * Adds a talker delegate to the list of notifications * * @param TalkerDelegate the delegate to call when a player is talking */ function AddPlayerTalkingDelegate(delegate<OnPlayerTalking> TalkerDelegate) { local int AddIndex; // Add this delegate to the array if not already present if (TalkingDelegates.Find(TalkerDelegate) == INDEX_NONE) { AddIndex = TalkingDelegates.Length; TalkingDelegates.Length = TalkingDelegates.Length + 1; TalkingDelegates[AddIndex] = TalkerDelegate; } } /** * Removes a talker delegate to the list of notifications * * @param TalkerDelegate the delegate to remove from the notification list */ function ClearPlayerTalkingDelegate(delegate<OnPlayerTalking> TalkerDelegate) { local int RemoveIndex; RemoveIndex = TalkingDelegates.Find(TalkerDelegate); // Only remove if found if (RemoveIndex != INDEX_NONE) { TalkingDelegates.Remove(RemoveIndex,1); } } /** * Tells the voice layer that networked processing of the voice data is allowed * for the specified player. This allows for push-to-talk style voice communication * * @param LocalUserNum the local user to allow network transimission for */ native function StartNetworkedVoice(byte LocalUserNum); /** * Tells the voice layer to stop processing networked voice support for the * specified player. This allows for push-to-talk style voice communication * * @param LocalUserNum the local user to disallow network transimission for */ native function StopNetworkedVoice(byte LocalUserNum); /** * Tells the voice system to start tracking voice data for speech recognition * * @param LocalUserNum the local user to recognize voice data for * * @return true upon success, false otherwise */ native function bool StartSpeechRecognition(byte LocalUserNum); /** * Tells the voice system to stop tracking voice data for speech recognition * * @param LocalUserNum the local user to recognize voice data for * * @return true upon success, false otherwise */ native function bool StopSpeechRecognition(byte LocalUserNum); /** * Gets the results of the voice recognition * * @param LocalUserNum the local user to read the results of * @param Words the set of words that were recognized by the voice analyzer * * @return true upon success, false otherwise */ native function bool GetRecognitionResults(byte LocalUserNum,out array<SpeechRecognizedWord> Words); /** * Called when speech recognition for a given player has completed. The * consumer of the notification can call GetRecognitionResults() to get the * words that were recognized */ delegate OnRecognitionComplete(); /** * Sets the speech recognition notification callback to use for the specified user * * @param LocalUserNum the local user to receive notifications for * @param RecognitionDelegate the delegate to call when recognition is complete */ function AddRecognitionCompleteDelegate(byte LocalUserNum,delegate<OnRecognitionComplete> RecognitionDelegate) { // Make sure it's within range if (LocalUserNum >= 0 && LocalUserNum < 4) { if (PerUserDelegates[LocalUserNum].SpeechRecognitionDelegates.Find(RecognitionDelegate) == INDEX_NONE) { PerUserDelegates[LocalUserNum].SpeechRecognitionDelegates[PerUserDelegates[LocalUserNum].SpeechRecognitionDelegates.Length] = RecognitionDelegate; } } else { WarnInternal("Invalid index ("$LocalUserNum$") passed to AddRecognitionCompleteDelegate()"); } } /** * Clears the speech recognition notification callback to use for the specified user * * @param LocalUserNum the local user to receive notifications for * @param RecognitionDelegate the delegate to call when recognition is complete */ function ClearRecognitionCompleteDelegate(byte LocalUserNum,delegate<OnRecognitionComplete> RecognitionDelegate) { local int RemoveIndex; // Make sure it's within range if (LocalUserNum >= 0 && LocalUserNum < 4) { RemoveIndex = PerUserDelegates[LocalUserNum].SpeechRecognitionDelegates.Find(RecognitionDelegate); if (RemoveIndex != INDEX_NONE) { PerUserDelegates[LocalUserNum].SpeechRecognitionDelegates.Remove(RemoveIndex,1); } } else { WarnInternal("Invalid index ("$LocalUserNum$") passed to ClearRecognitionCompleteDelegate()"); } } /** * Changes the vocabulary id that is currently being used * * @param LocalUserNum the local user that is making the change * @param VocabularyId the new id to use * * @return true if successful, false otherwise */ native function bool SelectVocabulary(byte LocalUserNum,int VocabularyId); /** * Changes the object that is in use to the one specified * * @param LocalUserNum the local user that is making the change * @param SpeechRecogObj the new object use * * @param true if successful, false otherwise */ native function bool SetSpeechRecognitionObject(byte LocalUserNum,SpeechRecognition SpeechRecogObj); /** * Reads a set of stats for the specified list of players * * @param Players the array of unique ids to read stats for * @param StatsRead holds the definitions of the tables to read the data from and * results are copied into the specified object * * @return TRUE if the call is successful, FALSE otherwise */ native function bool ReadOnlineStats(const out array<UniqueNetId> Players,OnlineStatsRead StatsRead); /** * Reads a player's stats and all of that player's friends stats for the * specified set of stat views. This allows you to easily compare a player's * stats to their friends. * * @param LocalUserNum the local player having their stats and friend's stats read for * @param StatsRead holds the definitions of the tables to read the data from and * results are copied into the specified object * * @return TRUE if the call is successful, FALSE otherwise */ native function bool ReadOnlineStatsForFriends(byte LocalUserNum,OnlineStatsRead StatsRead); /** * Reads stats by ranking. This grabs the rows starting at StartIndex through * NumToRead and places them in the StatsRead object. * * @param StatsRead holds the definitions of the tables to read the data from and * results are copied into the specified object * @param StartIndex the starting rank to begin reads at (1 for top) * @param NumToRead the number of rows to read (clamped at 100 underneath) * * @return TRUE if the call is successful, FALSE otherwise */ native function bool ReadOnlineStatsByRank(OnlineStatsRead StatsRead,optional int StartIndex = 1,optional int NumToRead = 100); /** * Reads stats by ranking centered around a player. This grabs a set of rows * above and below the player's current rank * * @param LocalUserNum the local player having their stats being centered upon * @param StatsRead holds the definitions of the tables to read the data from and * results are copied into the specified object * @param NumRows the number of rows to read above and below the player's rank * * @return TRUE if the call is successful, FALSE otherwise */ native function bool ReadOnlineStatsByRankAroundPlayer(byte LocalUserNum,OnlineStatsRead StatsRead,optional int NumRows = 10); /** * Adds the delegate used to notify the gameplay code that the stats read has completed * * @param ReadOnlineStatsCompleteDelegate the delegate to use for notifications */ function AddReadOnlineStatsCompleteDelegate(delegate<OnReadOnlineStatsComplete> ReadOnlineStatsCompleteDelegate) { local int AddIndex; // Used to forward the event to the list OnReadOnlineStatsComplete = MulticastReadOnlineStatsComplete; // Only add to the list once if (ReadOnlineStatsCompleteDelegates.Find(ReadOnlineStatsCompleteDelegate) == INDEX_NONE) { AddIndex = ReadOnlineStatsCompleteDelegates.Length; ReadOnlineStatsCompleteDelegates.Length = ReadOnlineStatsCompleteDelegates.Length + 1; ReadOnlineStatsCompleteDelegates[AddIndex] = ReadOnlineStatsCompleteDelegate; } } /** * Removes the delegate from the notify list * * @param ReadOnlineStatsCompleteDelegate the delegate to use for notifications */ function ClearReadOnlineStatsCompleteDelegate(delegate<OnReadOnlineStatsComplete> ReadOnlineStatsCompleteDelegate) { local int RemoveIndex; // Find it in the list RemoveIndex = ReadOnlineStatsCompleteDelegates.Find(ReadOnlineStatsCompleteDelegate); // Only remove if found if (RemoveIndex != INDEX_NONE) { ReadOnlineStatsCompleteDelegates.Remove(RemoveIndex,1); } } /** * Local version of the delegate that sends to the array of subscribers * * @param bWasSuccessful whether the call completed or not */ function MulticastReadOnlineStatsComplete(bool bWasSuccessful) { local int Index; local delegate<OnReadOnlineStatsComplete> Subscriber; // Loop through and notify all subscribed delegates for (Index = 0; Index < ReadOnlineStatsCompleteDelegates.Length; Index++) { Subscriber = ReadOnlineStatsCompleteDelegates[Index]; Subscriber(bWasSuccessful); } } /** * Notifies the interested party that the last stats read has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnReadOnlineStatsComplete(bool bWasSuccessful); /** * Cleans up any platform specific allocated data contained in the stats data * * @param StatsRead the object to handle per platform clean up on */ native function FreeStats(OnlineStatsRead StatsRead); /** * Writes out the stats contained within the stats write object to the online * subsystem's cache of stats data. Note the new data replaces the old. It does * not write the data to the permanent storage until a FlushOnlineStats() call * or a session ends. Stats cannot be written without a session or the write * request is ignored. No more than 5 stats views can be written to at a time * or the write request is ignored. * * @param Player the player to write stats for * @param StatsWrite the object containing the information to write * * @return TRUE if the call is successful, FALSE otherwise */ native function bool WriteOnlineStats(UniqueNetId Player,OnlineStatsWrite StatsWrite); /** * Commits any changes in the online stats cache to the permanent storage * * @return TRUE if the call is successful, FALSE otherwise */ native function bool FlushOnlineStats(); /** * Delegate called when the stats flush operation has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnFlushOnlineStatsComplete(bool bWasSuccessful); /** * Adds the delegate used to notify the gameplay code that the stats flush has completed * * @param FlushOnlineStatsCompleteDelegate the delegate to use for notifications */ function AddFlushOnlineStatsCompleteDelegate(delegate<OnFlushOnlineStatsComplete> FlushOnlineStatsCompleteDelegate) { if (FlushOnlineStatsDelegates.Find(FlushOnlineStatsCompleteDelegate) == INDEX_NONE) { FlushOnlineStatsDelegates[FlushOnlineStatsDelegates.Length] = FlushOnlineStatsCompleteDelegate; } } /** * Clears the delegate used to notify the gameplay code that the stats flush has completed * * @param FlushOnlineStatsCompleteDelegate the delegate to use for notifications */ function ClearFlushOnlineStatsCompleteDelegate(delegate<OnFlushOnlineStatsComplete> FlushOnlineStatsCompleteDelegate) { local int RemoveIndex; RemoveIndex = FlushOnlineStatsDelegates.Find(FlushOnlineStatsCompleteDelegate); if (RemoveIndex != INDEX_NONE) { FlushOnlineStatsDelegates.Remove(RemoveIndex,1); } } /** * Writes the score data for the match * * @param PlayerScores the list of players, teams, and scores they earned * * @return TRUE if the call is successful, FALSE otherwise */ native function bool WriteOnlinePlayerScores(const out array<OnlinePlayerScore> PlayerScores); /** * Sends a friend invite to the specified player * * @param LocalUserNum the user that is sending the invite * @param NewFriend the player to send the friend request to * @param Message the message to display to the recipient * * @return true if successful, false otherwise */ function bool AddFriend(byte LocalUserNum,UniqueNetId NewFriend,optional string Message) { return ShowFriendsInviteUI(LocalUserNum,NewFriend); } /** * Sends a friend invite to the specified player nick * * @param LocalUserNum the user that is sending the invite * @param FriendName the name of the player to send the invite to * @param Message the message to display to the recipient * * @return true if successful, false otherwise */ function bool AddFriendByName(byte LocalUserNum,string FriendName,optional string Message); /** * Called when a friend invite arrives for a local player * * @param bWasSuccessful true if successfully added, false if not found or failed */ delegate OnAddFriendByNameComplete(bool bWasSuccessful); /** * Adds the delegate used to notify the gameplay code that the user has received a friend invite * * @param LocalUserNum the user associated with the notification * @param FriendDelegate the delegate to use for notifications */ function AddAddFriendByNameCompleteDelegate(byte LocalUserNum,delegate<OnAddFriendByNameComplete> FriendDelegate); /** * Removes the delegate specified from the list * * @param LocalUserNum the user associated with the notification * @param FriendDelegate the delegate to use for notifications */ function ClearAddFriendByNameCompleteDelegate(byte LocalUserNum,delegate<OnAddFriendByNameComplete> FriendDelegate); /** * Used to accept a friend invite sent to this player * * @param LocalUserNum the user the invite is for * @param RequestingPlayer the player the invite is from * * @param true if successful, false otherwise */ function bool AcceptFriendInvite(byte LocalUserNum,UniqueNetId RequestingPlayer); /** * Used to deny a friend request sent to this player * * @param LocalUserNum the user the invite is for * @param RequestingPlayer the player the invite is from * * @param true if successful, false otherwise */ function bool DenyFriendInvite(byte LocalUserNum,UniqueNetId RequestingPlayer); /** * Removes a friend from the player's friend list * * @param LocalUserNum the user that is removing the friend * @param FormerFriend the player to remove from the friend list * * @return true if successful, false otherwise */ function bool RemoveFriend(byte LocalUserNum,UniqueNetId FormerFriend) { return ShowGamerCardUI(LocalUserNum,FormerFriend); } /** * Called when a friend invite arrives for a local player * * @param LocalUserNum the user that is receiving the invite * @param RequestingPlayer the player sending the friend request * @param RequestingNick the nick of the player sending the friend request * @param Message the message to display to the recipient * * @return true if successful, false otherwise */ delegate OnFriendInviteReceived(byte LocalUserNum,UniqueNetId RequestingPlayer,string RequestingNick,string Message); /** * Adds the delegate used to notify the gameplay code that the user has received a friend invite * * @param LocalUserNum the user associated with the notification * @param InviteDelegate the delegate to use for notifications */ function AddFriendInviteReceivedDelegate(byte LocalUserNum,delegate<OnFriendInviteReceived> InviteDelegate); /** * Removes the delegate specified from the list * * @param LocalUserNum the user associated with the notification * @param InviteDelegate the delegate to use for notifications */ function ClearFriendInviteReceivedDelegate(byte LocalUserNum,delegate<OnFriendInviteReceived> InviteDelegate); /** * Sends a message to a friend * * @param LocalUserNum the user that is sending the message * @param Friend the player to send the message to * @param Message the message to display to the recipient * * @return true if successful, false otherwise */ native function bool SendMessageToFriend(byte LocalUserNum,UniqueNetId Friend,string Message); /** * Sends an invitation to play in the player's current session * * @param LocalUserNum the user that is sending the invite * @param Friend the player to send the invite to * @param Text the text of the message for the invite * * @return true if successful, false otherwise */ native function bool SendGameInviteToFriend(byte LocalUserNum,UniqueNetId Friend,optional string Text); /** * Sends invitations to play in the player's current session * * @param LocalUserNum the user that is sending the invite * @param Friends the player to send the invite to * @param Text the text of the message for the invite * * @return true if successful, false otherwise */ native function bool SendGameInviteToFriends(byte LocalUserNum,array<UniqueNetId> Friends,optional string Text); /** * Called when the online system receives a game invite that needs handling * * @param LocalUserNum the user that is receiving the invite * @param InviterName the nick name of the person sending the invite */ delegate OnReceivedGameInvite(byte LocalUserNum,string InviterName); /** * Adds the delegate used to notify the gameplay code that the user has received a game invite * * @param LocalUserNum the user associated with the notification * @param ReceivedGameInviteDelegate the delegate to use for notifications */ function AddReceivedGameInviteDelegate(byte LocalUserNum,delegate<OnReceivedGameInvite> ReceivedGameInviteDelegate); /** * Removes the delegate specified from the list * * @param LocalUserNum the user associated with the notification * @param ReceivedGameInviteDelegate the delegate to use for notifications */ function ClearReceivedGameInviteDelegate(byte LocalUserNum,delegate<OnReceivedGameInvite> ReceivedGameInviteDelegate); /** * Allows the local player to follow a friend into a game * * @param LocalUserNum the local player wanting to join * @param Friend the player that is being followed * * @return true if the async call worked, false otherwise */ native function bool JoinFriendGame(byte LocalUserNum,UniqueNetId Friend); /** * Called once the join task has completed * * @param bWasSuccessful the session was found and is joinable, false otherwise */ delegate OnJoinFriendGameComplete(bool bWasSuccessful); /** * Sets the delegate used to notify when the join friend is complete * * @param JoinFriendGameCompleteDelegate the delegate to use for notifications */ function AddJoinFriendGameCompleteDelegate(delegate<OnJoinFriendGameComplete> JoinFriendGameCompleteDelegate) { if (JoinFriendGameCompleteDelegates.Find(JoinFriendGameCompleteDelegate) == INDEX_NONE) { JoinFriendGameCompleteDelegates[JoinFriendGameCompleteDelegates.Length] = JoinFriendGameCompleteDelegate; } } /** * Removes the delegate from the list of notifications * * @param JoinFriendGameCompleteDelegate the delegate to use for notifications */ function ClearJoinFriendGameCompleteDelegate(delegate<OnJoinFriendGameComplete> JoinFriendGameCompleteDelegate) { local int RemoveIndex; RemoveIndex = JoinFriendGameCompleteDelegates.Find(JoinFriendGameCompleteDelegate); if (RemoveIndex != INDEX_NONE) { JoinFriendGameCompleteDelegates.Remove(RemoveIndex,1); } } /** * Returns the list of messages for the specified player * * @param LocalUserNum the local player wanting to join * @param FriendMessages the set of messages cached locally for the player */ function GetFriendMessages(byte LocalUserNum,out array<OnlineFriendMessage> FriendMessages); /** * Called when a friend invite arrives for a local player * * @param LocalUserNum the user that is receiving the invite * @param SendingPlayer the player sending the friend request * @param SendingNick the nick of the player sending the friend request * @param Message the message to display to the recipient * * @return true if successful, false otherwise */ delegate OnFriendMessageReceived(byte LocalUserNum,UniqueNetId SendingPlayer,string SendingNick,string Message); /** * Adds the delegate used to notify the gameplay code that the user has received a friend invite * * @param LocalUserNum the user associated with the notification * @param MessageDelegate the delegate to use for notifications */ function AddFriendMessageReceivedDelegate(byte LocalUserNum,delegate<OnFriendMessageReceived> MessageDelegate); /** * Removes the delegate specified from the list * * @param LocalUserNum the user associated with the notification * @param MessageDelegate the delegate to use for notifications */ function ClearFriendMessageReceivedDelegate(byte LocalUserNum,delegate<OnFriendMessageReceived> MessageDelegate); /** * Reads the host's stat guid for synching up stats. Only valid on the host. * * @return the host's stat guid */ function string GetHostStatGuid(); /** * Registers the host's stat guid with the client for verification they are part of * the stat. Note this is an async task for any backend communication that needs to * happen before the registration is deemed complete * * @param HostStatGuid the host's stat guid * * @return TRUE if the call is successful, FALSE otherwise */ function bool RegisterHostStatGuid(const out string HostStatGuid); /** * Called when the host stat guid registration is complete * * @param bWasSuccessful whether the registration has completed or not */ delegate OnRegisterHostStatGuidComplete(bool bWasSuccessful); /** * Adds the delegate for notifying when the host guid registration is done * * @param RegisterHostStatGuidCompleteDelegate the delegate to use for notifications */ function AddRegisterHostStatGuidCompleteDelegate(delegate<OnFlushOnlineStatsComplete> RegisterHostStatGuidCompleteDelegate); /** * Clears the delegate used to notify the gameplay code * * @param RegisterHostStatGuidCompleteDelegate the delegate to use for notifications */ function ClearRegisterHostStatGuidCompleteDelegateDelegate(delegate<OnFlushOnlineStatsComplete> RegisterHostStatGuidCompleteDelegate); /** * Reads the client's stat guid that was generated by registering the host's guid * Used for synching up stats. Only valid on the client. Only callable after the * host registration has completed * * @return the client's stat guid */ function string GetClientStatGuid(); /** * Registers the client's stat guid on the host to validate that the client was in the stat. * Used for synching up stats. Only valid on the host. * * @param PlayerId the client's unique net id * @param ClientStatGuid the client's stat guid * * @return TRUE if the call is successful, FALSE otherwise */ function bool RegisterStatGuid(UniqueNetId PlayerId,const out string ClientStatGuid); /** * Mutes all voice or all but friends * * @param LocalUserNum the local user that is making the change * @param bAllowFriends whether to mute everyone or allow friends */ function bool MuteAll(byte LocalUserNum,bool bAllowFriends); /** * Allows all speakers to send voice * * @param LocalUserNum the local user that is making the change */ function bool UnmuteAll(byte LocalUserNum); /** * Deletes a message from the list of messages * * @param LocalUserNum the user that is deleting the message * @param MessageIndex the index of the message to delete * * @return true if the message was deleted, false otherwise */ function bool DeleteMessage(byte LocalUserNum,int MessageIndex); defaultproperties { LiveSystemLinkPort=14000 LanAnnouncePort=14001 Name="Default__OnlineSubsystemLive" ObjectArchetype=OnlineSubsystemCommonImpl'IpDrv.Default__OnlineSubsystemCommonImpl' } |
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