Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

OnlineSubsystemLive.OnlineSubsystemLive

Extends
OnlineSubsystemCommonImpl
Modifiers
native implements ( OnlinePlayerInterface , OnlinePlayerInterfaceEx , OnlineSystemInterface , OnlineGameInterface , OnlineContentInterface , OnlineVoiceInterface , OnlineStatsInterface ) config ( Engine )

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.OnlineSubsystem
   |   
   +-- IpDrv.OnlineSubsystemCommonImpl
      |   
      +-- OnlineSubsystemLive.OnlineSubsystemLive

Variables Summary
LoginDelegatesAllLoginDelegates
array<delegate<OnContentChange>>AnyContentChangeDelegates
array<OnlineArbitrationRegistrant>ArbitrationList
array<delegate<OnArbitrationRegistrationComplete>>ArbitrationRegistrationCompleteDelegates
array<pointer>AsyncTasks
boolbIsInSignInUI
boolbShouldLogArbitrationData
boolbShouldLogStatsData
boolbSkillUpdateInProgress
bytebWasKeyboardInputCanceled
array<delegate<OnCancelFindOnlineGamesComplete>>CancelFindOnlineGamesCompleteDelegates
array<delegate<OnConnectionStatusChange>>ConnectionStatusChangeDelegates
ContentListCacheContentCache[4]
array<delegate<OnControllerChange>>ControllerChangeDelegates
array<delegate<OnCreateOnlineGameComplete>>CreateOnlineGameCompleteDelegates
EOnlineGameStateCurrentGameState
ENetworkNotificationPositionCurrentNotificationPosition
OnlineStatsReadCurrentStatsRead
array<delegate<OnDestroyOnlineGameComplete>>DestroyOnlineGameCompleteDelegates
DeviceIdCacheDeviceCache[4]
array<delegate<OnEndOnlineGameComplete>>EndOnlineGameCompleteDelegates
array<delegate<OnExternalUIChange>>ExternalUIChangeDelegates
array<delegate<OnFindOnlineGamesComplete>>FindOnlineGamesCompleteDelegates
array<delegate<OnFlushOnlineStatsComplete>>FlushOnlineStatsDelegates
FriendsListCacheFriendsCache[4]
OnlineGameSearchGameSearch
OnlineGameSettingsGameSettings
InviteDataInviteCache[4]
array<delegate<OnJoinFriendGameComplete>>JoinFriendGameCompleteDelegates
array<delegate<OnJoinOnlineGameComplete>>JoinOnlineGameCompleteDelegates
array<delegate<OnKeyboardInputComplete>>KeyboardInputDelegates
stringKeyboardInputResults
intLanAnnouncePort
pointerLanBeacon
ELanBeaconStateLanBeaconState
intLanGameUniqueId
byteLanNonce[8]
intLanPacketPlatformMask
floatLanQueryTimeLeft
floatLanQueryTimeout
intLastInputDeviceConnectedMask
intLastSignInMask
UniqueNetIdLastXuids[4]
array<delegate<OnConnectionStatusChange>>LinkStatusChangeDelegates
pointerListPlayInfo
intListPlayReadSize
intLiveSystemLinkPort
LocalTalkerLocalTalkers[4]
array<delegate<OnLoginCancelled>>LoginCancelledDelegates
array<delegate<OnLoginFailed>>LoginFailedDelegates
array<delegate<OnLogoutCompleted>>LogoutCompletedDelegates
intMaxListPlayServersToRead
array<delegate<OnMutingChange>>MutingChangeDelegates
pointerNotificationHandle
intNumLogins
PerUserDelegateListsPerUserDelegates[4]
LoginDelegatesPlayerLoginDelegates[4]
ProfileSettingsCacheProfileCache[4]
byteQoSPacket[512]
array<delegate<OnReadOnlineStatsComplete>>ReadOnlineStatsCompleteDelegates
array<delegate<OnRegisterPlayerComplete>>RegisterPlayerCompleteDelegates
array<LiveRemoteTalker>RemoteTalkers
pointerSessionInfo
array<delegate<OnStartOnlineGameComplete>>StartOnlineGameCompleteDelegates
array<delegate<OnStorageDeviceChange>>StorageDeviceChangeDelegates
array<delegate<OnPlayerTalking>>TalkingDelegates
array<delegate<OnUnregisterPlayerComplete>>UnregisterPlayerCompleteDelegates
pointerXLocatorServiceHandle
Inherited Variables from IpDrv.OnlineSubsystemCommonImpl
bIsUsingSpeechRecognition, GameInterfaceImpl, MaxLocalTalkers, MaxRemoteTalkers, VoiceEngine
Inherited Variables from Engine.OnlineSubsystem
AccountInterface, ContentInterface, GameInterface, NewsInterface, PlayerInterface, PlayerInterfaceEx, StatsInterface, SystemInterface, VoiceInterface

Enumerations Summary
Inherited Enumerations from Engine.OnlineSubsystem
EFeaturePrivilegeLevel, ELanBeaconState, ELoginStatus, ENATType, ENetworkNotificationPosition, EOnlineAccountCreateStatus, EOnlineEnumerationReadState, EOnlineGameState, EOnlineServerConnectionStatus

Structures Summary
ContentListCache
Content, ReadState, ContentChangeDelegates, ReadCompleteDelegates, NewDownloadCount, TotalDownloadCount, QueryDownloadsDelegates
DeviceIdCache
DeviceId, DeviceSelectionMulticast, DeviceSelectionDelegates
FriendsListCache
Friends, ReadState, ReadFriendsDelegates, FriendsChangeDelegates
InviteData
InviteDelegates, InviteData, InviteSearch
LiveRemoteTalker
LocalPriorities[4], NumberOfMutes
LoginDelegates
Delegates
PerUserDelegateLists
SpeechRecognitionDelegates, AchievementDelegates
ProfileSettingsCache
Profile, ReadDelegates, WriteDelegates, ProfileDataChangedDelegates
TalkerPriority
CurrentPriority, LastPriority
Inherited Structures from Engine.OnlineSubsystem
FriendsQuery, LocalTalker, OnlineArbitrationRegistrant, OnlineContent, OnlineFriend, OnlineFriendMessage, OnlinePlayerScore, RemoteTalker, SpeechRecognizedWord, UniqueNetId

Delegates Summary
delegate OnAddFriendByNameComplete (bool bWasSuccessful)
delegate OnArbitrationRegistrationComplete (bool bWasSuccessful)
delegate OnCancelFindOnlineGamesComplete (bool bWasSuccessful)
delegate OnConnectionStatusChange (EOnlineServerConnectionStatus ConnectionStatus)
delegate OnContentChange ()
delegate OnControllerChange (int ControllerId, ool bIsConnected)
delegate OnCreateOnlineGameComplete (bool bWasSuccessful)
delegate OnDestroyOnlineGameComplete (bool bWasSuccessful)
delegate OnDeviceSelectionComplete (bool bWasSuccessful)
delegate OnEndOnlineGameComplete (bool bWasSuccessful)
delegate OnExternalUIChange (bool bIsOpening)
delegate OnFindOnlineGamesComplete (bool bWasSuccessful)
delegate OnFlushOnlineStatsComplete (bool bWasSuccessful)
delegate OnFriendInviteReceived (byte LocalUserNum, niqueNetId RequestingPlayer, tring RequestingNick, tring Message)
delegate OnFriendMessageReceived (byte LocalUserNum, niqueNetId SendingPlayer, tring SendingNick, tring Message)
delegate OnFriendsChange ()
delegate OnGameInviteAccepted (OnlineGameSettings InviteSettings)
delegate OnJoinFriendGameComplete (bool bWasSuccessful)
delegate OnJoinOnlineGameComplete (bool bWasSuccessful)
delegate OnKeyboardInputComplete (bool bWasSuccessful)
delegate OnLinkStatusChange (bool bIsConnected)
delegate OnLoginCancelled ()
delegate OnLoginChange ()
delegate OnLoginFailed (byte LocalUserNum, OnlineServerConnectionStatus ErrorCode)
delegate OnLogoutCompleted (bool bWasSuccessful)
delegate OnMutingChange ()
delegate OnPlayerTalking (UniqueNetId Player)
delegate OnProfileDataChanged ()
delegate OnQueryAvailableDownloadsComplete (bool bWasSuccessful)
delegate OnReadContentComplete (bool bWasSuccessful)
delegate OnReadFriendsComplete (bool bWasSuccessful)
delegate OnReadOnlineStatsComplete (bool bWasSuccessful)
delegate OnReadProfileSettingsComplete (bool bWasSuccessful)
delegate OnReceivedGameInvite (byte LocalUserNum, tring InviterName)
delegate OnRecognitionComplete ()
delegate OnRegisterHostStatGuidComplete (bool bWasSuccessful)
delegate OnRegisterPlayerComplete (bool bWasSuccessful)
delegate OnStartOnlineGameComplete (bool bWasSuccessful)
delegate OnStorageDeviceChange ()
delegate OnUnlockAchievementComplete (bool bWasSuccessful)
delegate OnUnregisterPlayerComplete (bool bWasSuccessful)
delegate OnWriteProfileSettingsComplete (bool bWasSuccessful)

Functions Summary
functionbool AcceptFriendInvite (byte LocalUserNum, niqueNetId RequestingPlayer)
functionbool AcceptGameInvite (byte LocalUserNum)
function AddAddFriendByNameCompleteDelegate (byte LocalUserNum, elegate<OnAddFriendByNameComplete> FriendDelegate)
function AddArbitrationRegistrationCompleteDelegate (delegate<OnArbitrationRegistrationComplete> ArbitrationRegistrationCompleteDelegate))
function AddCancelFindOnlineGamesCompleteDelegate (delegate<OnCancelFindOnlineGamesComplete> CancelFindOnlineGamesCompleteDelegate))
function AddConnectionStatusChangeDelegate (delegate<OnConnectionStatusChange> ConnectionStatusDelegate))
function AddContentChangeDelegate (delegate<OnContentChange> ContentDelegate, ptional byte LocalUserNum = 255))
function AddControllerChangeDelegate (delegate<OnControllerChange> ControllerChangeDelegate))
function AddCreateOnlineGameCompleteDelegate (delegate<OnCreateOnlineGameComplete> CreateOnlineGameCompleteDelegate))
function AddDestroyOnlineGameCompleteDelegate (delegate<OnDestroyOnlineGameComplete> DestroyOnlineGameCompleteDelegate))
function AddDeviceSelectionDoneDelegate (byte LocalUserNum, elegate<OnDeviceSelectionComplete> DeviceDelegate))
function AddEndOnlineGameCompleteDelegate (delegate<OnEndOnlineGameComplete> EndOnlineGameCompleteDelegate))
function AddExternalUIChangeDelegate (delegate<OnExternalUIChange> ExternalUIDelegate))
function AddFindOnlineGamesCompleteDelegate (delegate<OnFindOnlineGamesComplete> FindOnlineGamesCompleteDelegate))
function AddFlushOnlineStatsCompleteDelegate (delegate<OnFlushOnlineStatsComplete> FlushOnlineStatsCompleteDelegate))
functionbool AddFriend (byte LocalUserNum, niqueNetId NewFriend, ptional string Message))
functionbool AddFriendByName (byte LocalUserNum, tring FriendName, ptional string Message)
function AddFriendInviteReceivedDelegate (byte LocalUserNum, elegate<OnFriendInviteReceived> InviteDelegate)
function AddFriendMessageReceivedDelegate (byte LocalUserNum, elegate<OnFriendMessageReceived> MessageDelegate)
function AddFriendsChangeDelegate (byte LocalUserNum, elegate<OnFriendsChange> FriendsDelegate))
function AddGameInviteAcceptedDelegate (byte LocalUserNum, elegate<OnGameInviteAccepted> GameInviteAcceptedDelegate))
function AddJoinFriendGameCompleteDelegate (delegate<OnJoinFriendGameComplete> JoinFriendGameCompleteDelegate))
function AddJoinOnlineGameCompleteDelegate (delegate<OnJoinOnlineGameComplete> JoinOnlineGameCompleteDelegate))
function AddKeyboardInputDoneDelegate (delegate<OnKeyboardInputComplete> InputDelegate))
function AddLinkStatusChangeDelegate (delegate<OnLinkStatusChange> LinkStatusDelegate))
function AddLoginCancelledDelegate (delegate<OnLoginCancelled> CancelledDelegate))
function AddLoginChangeDelegate (delegate<OnLoginChange> LoginDelegate, ptional byte LocalUserNum = 255))
function AddLoginFailedDelegate (byte LocalUserNum, elegate<OnLoginFailed> LoginFailedDelegate))
function AddLogoutCompletedDelegate (byte LocalUserNum, elegate<OnLogoutCompleted> LogoutDelegate))
function AddMutingChangeDelegate (delegate<OnMutingChange> MutingDelegate))
function AddPlayerTalkingDelegate (delegate<OnPlayerTalking> TalkerDelegate))
function AddProfileDataChangedDelegate (byte LocalUserNum, elegate<OnProfileDataChanged> ProfileDataChangedDelegate))
function AddQueryAvailableDownloadsComplete (byte LocalUserNum, elegate<OnQueryAvailableDownloadsComplete> QueryDownloadsDelegate))
function AddReadContentComplete (byte LocalUserNum, elegate<OnReadContentComplete> ReadContentCompleteDelegate))
function AddReadFriendsCompleteDelegate (byte LocalUserNum, elegate<OnReadFriendsComplete> ReadFriendsCompleteDelegate))
function AddReadOnlineStatsCompleteDelegate (delegate<OnReadOnlineStatsComplete> ReadOnlineStatsCompleteDelegate))
function AddReadProfileSettingsCompleteDelegate (byte LocalUserNum, elegate<OnReadProfileSettingsComplete> ReadProfileSettingsCompleteDelegate))
function AddReceivedGameInviteDelegate (byte LocalUserNum, elegate<OnReceivedGameInvite> ReceivedGameInviteDelegate)
function AddRecognitionCompleteDelegate (byte LocalUserNum, elegate<OnRecognitionComplete> RecognitionDelegate))
function AddRegisterHostStatGuidCompleteDelegate (delegate<OnFlushOnlineStatsComplete> RegisterHostStatGuidCompleteDelegate)
function AddRegisterPlayerCompleteDelegate (delegate<OnRegisterPlayerComplete> RegisterPlayerCompleteDelegate))
function AddStartOnlineGameCompleteDelegate (delegate<OnStartOnlineGameComplete> StartOnlineGameCompleteDelegate))
function AddStorageDeviceChangeDelegate (delegate<OnStorageDeviceChange> StorageDeviceChangeDelegate))
function AddUnlockAchievementCompleteDelegate (byte LocalUserNum, elegate<OnUnlockAchievementComplete> UnlockAchievementCompleteDelegate))
function AddUnregisterPlayerCompleteDelegate (delegate<OnUnregisterPlayerComplete> UnregisterPlayerCompleteDelegate))
function AddWriteProfileSettingsCompleteDelegate (byte LocalUserNum, elegate<OnWriteProfileSettingsComplete> WriteProfileSettingsCompleteDelegate))
functionbool AreAnyFriends (byte LocalUserNum, ut array<FriendsQuery> Query)
functionbool AutoLogin ()
functionbool CancelFindOnlineGames ()
functionEFeaturePrivilegeLevel CanCommunicate (byte LocalUserNum)
functionEFeaturePrivilegeLevel CanDownloadUserContent (byte LocalUserNum)
functionEFeaturePrivilegeLevel CanPlayOnline (byte LocalUserNum)
functionEFeaturePrivilegeLevel CanPurchaseContent (byte LocalUserNum)
functionEFeaturePrivilegeLevel CanShowPresenceInformation (byte LocalUserNum)
functionEFeaturePrivilegeLevel CanViewPlayerProfiles (byte LocalUserNum)
function ClearAddFriendByNameCompleteDelegate (byte LocalUserNum, elegate<OnAddFriendByNameComplete> FriendDelegate)
function ClearArbitrationRegistrationCompleteDelegate (delegate<OnArbitrationRegistrationComplete> ArbitrationRegistrationCompleteDelegate))
function ClearCancelFindOnlineGamesCompleteDelegate (delegate<OnCancelFindOnlineGamesComplete> CancelFindOnlineGamesCompleteDelegate))
function ClearConnectionStatusChangeDelegate (delegate<OnConnectionStatusChange> ConnectionStatusDelegate))
function ClearContentChangeDelegate (delegate<OnContentChange> ContentDelegate, ptional byte LocalUserNum = 255))
function ClearControllerChangeDelegate (delegate<OnControllerChange> ControllerChangeDelegate))
function ClearCreateOnlineGameCompleteDelegate (delegate<OnCreateOnlineGameComplete> CreateOnlineGameCompleteDelegate))
function ClearDestroyOnlineGameCompleteDelegate (delegate<OnDestroyOnlineGameComplete> DestroyOnlineGameCompleteDelegate))
function ClearDeviceSelectionDoneDelegate (byte LocalUserNum, elegate<OnDeviceSelectionComplete> DeviceDelegate))
function ClearEndOnlineGameCompleteDelegate (delegate<OnEndOnlineGameComplete> EndOnlineGameCompleteDelegate))
function ClearExternalUIChangeDelegate (delegate<OnExternalUIChange> ExternalUIDelegate))
function ClearFindOnlineGamesCompleteDelegate (delegate<OnFindOnlineGamesComplete> FindOnlineGamesCompleteDelegate))
function ClearFlushOnlineStatsCompleteDelegate (delegate<OnFlushOnlineStatsComplete> FlushOnlineStatsCompleteDelegate))
function ClearFriendInviteReceivedDelegate (byte LocalUserNum, elegate<OnFriendInviteReceived> InviteDelegate)
function ClearFriendMessageReceivedDelegate (byte LocalUserNum, elegate<OnFriendMessageReceived> MessageDelegate)
function ClearFriendsChangeDelegate (byte LocalUserNum, elegate<OnFriendsChange> FriendsDelegate))
function ClearGameInviteAcceptedDelegate (byte LocalUserNum, elegate<OnGameInviteAccepted> GameInviteAcceptedDelegate))
function ClearJoinFriendGameCompleteDelegate (delegate<OnJoinFriendGameComplete> JoinFriendGameCompleteDelegate))
function ClearJoinOnlineGameCompleteDelegate (delegate<OnJoinOnlineGameComplete> JoinOnlineGameCompleteDelegate))
function ClearKeyboardInputDoneDelegate (delegate<OnKeyboardInputComplete> InputDelegate))
function ClearLinkStatusChangeDelegate (delegate<OnLinkStatusChange> LinkStatusDelegate))
function ClearLoginCancelledDelegate (delegate<OnLoginCancelled> CancelledDelegate))
function ClearLoginChangeDelegate (delegate<OnLoginChange> LoginDelegate, ptional byte LocalUserNum = 255))
function ClearLoginFailedDelegate (byte LocalUserNum, elegate<OnLoginFailed> LoginFailedDelegate))
function ClearLogoutCompletedDelegate (byte LocalUserNum, elegate<OnLogoutCompleted> LogoutDelegate))
function ClearMutingChangeDelegate (delegate<OnMutingChange> MutingDelegate))
function ClearPlayerTalkingDelegate (delegate<OnPlayerTalking> TalkerDelegate))
function ClearProfileDataChangedDelegate (byte LocalUserNum, elegate<OnProfileDataChanged> ProfileDataChangedDelegate))
function ClearQueryAvailableDownloadsComplete (byte LocalUserNum, elegate<OnQueryAvailableDownloadsComplete> QueryDownloadsDelegate))
function ClearReadContentComplete (byte LocalUserNum, elegate<OnReadContentComplete> ReadContentCompleteDelegate))
function ClearReadFriendsCompleteDelegate (byte LocalUserNum, elegate<OnReadFriendsComplete> ReadFriendsCompleteDelegate))
function ClearReadOnlineStatsCompleteDelegate (delegate<OnReadOnlineStatsComplete> ReadOnlineStatsCompleteDelegate))
function ClearReadProfileSettingsCompleteDelegate (byte LocalUserNum, elegate<OnReadProfileSettingsComplete> ReadProfileSettingsCompleteDelegate))
function ClearReceivedGameInviteDelegate (byte LocalUserNum, elegate<OnReceivedGameInvite> ReceivedGameInviteDelegate)
function ClearRecognitionCompleteDelegate (byte LocalUserNum, elegate<OnRecognitionComplete> RecognitionDelegate))
function ClearRegisterHostStatGuidCompleteDelegateDelegate (delegate<OnFlushOnlineStatsComplete> RegisterHostStatGuidCompleteDelegate)
function ClearRegisterPlayerCompleteDelegate (delegate<OnRegisterPlayerComplete> RegisterPlayerCompleteDelegate))
function ClearStartOnlineGameCompleteDelegate (delegate<OnStartOnlineGameComplete> StartOnlineGameCompleteDelegate))
function ClearStorageDeviceChangeDelegate (delegate<OnStorageDeviceChange> StorageDeviceChangeDelegate))
function ClearUnlockAchievementCompleteDelegate (byte LocalUserNum, elegate<OnUnlockAchievementComplete> UnlockAchievementCompleteDelegate))
function ClearUnregisterPlayerCompleteDelegate (delegate<OnUnregisterPlayerComplete> UnregisterPlayerCompleteDelegate))
function ClearWriteProfileSettingsCompleteDelegate (byte LocalUserNum, elegate<OnWriteProfileSettingsComplete> WriteProfileSettingsCompleteDelegate))
functionbool CreateOnlineGame (byte HostingPlayerNum, nlineGameSettings NewGameSettings)
functionbool DeleteMessage (byte LocalUserNum, nt MessageIndex)
functionbool DenyFriendInvite (byte LocalUserNum, niqueNetId RequestingPlayer)
functionbool DestroyOnlineGame ()
functionbool EndOnlineGame ()
functionbool FindOnlineGames (byte SearchingPlayerNum, nlineGameSearch SearchSettings)
functionbool FlushOnlineStats ()
functionbool FreeSearchResults (optional OnlineGameSearch Search)
function FreeStats (OnlineStatsRead StatsRead)
functionarray<OnlineArbitrationRegistrantGetArbitratedPlayers ()))
function GetAvailableDownloadCounts (byte LocalUserNum, ut int NewDownloads, ut int TotalDownloads))
functionstring GetClientStatGuid ()
functionEOnlineEnumerationReadState GetContentList (byte LocalUserNum, out array<OnlineContent> ContentList)
functionint GetDeviceSelectionResults (byte LocalPlayerNum, ut string DeviceName)
function GetFriendMessages (byte LocalUserNum, ut array<OnlineFriendMessage> FriendMessages)
functionEOnlineEnumerationReadState GetFriendsList (byte LocalUserNum, ut array<OnlineFriend> Friends, ptional int Count, ptional int StartingAt)
functionOnlineGameSearch GetGameSearch ()))
functionOnlineGameSettings GetGameSettings ()))
functionstring GetHostStatGuid ()
functionstring GetKeyboardInputResults (out byte bWasCanceled))
functionELoginStatus GetLoginStatus (byte LocalUserNum)
functionENATType GetNATType ()
functionENetworkNotificationPosition GetNetworkNotificationPosition ()))
functionEOnlineGameState GetOnlineGameState ()))
functionstring GetPlayerNickname (byte LocalUserNum)
functionOnlineProfileSettings GetProfileSettings (byte LocalUserNum))
functionbool GetRecognitionResults (byte LocalUserNum, ut array<SpeechRecognizedWord> Words)
functionbool GetResolvedConnectString (out string ConnectInfo)
functionbool GetUniquePlayerId (byte LocalUserNum, ut UniqueNetId PlayerId)
functionbool HasLinkConnection ()
eventbool Init ()
functionbool IsControllerConnected (int ControllerId)
functionbool IsDeviceValid (int DeviceId)
functionbool IsFriend (byte LocalUserNum, niqueNetId PlayerId)
functionbool IsHeadsetPresent (byte LocalUserNum)
functionbool IsLocalPlayerTalking (byte LocalUserNum)
functionbool IsMuted (byte LocalUserNum, niqueNetId PlayerId)
functionbool IsRemotePlayerTalking (UniqueNetId PlayerId)
functionbool JoinFriendGame (byte LocalUserNum, niqueNetId Friend)
functionbool JoinOnlineGame (byte PlayerNum, onst out OnlineGameSearchResult DesiredGame)
functionbool Login (byte LocalUserNum, tring LoginName, tring Password, ptional bool bWantsLocalOnly)
functionbool Logout (byte LocalUserNum)
function MulticastReadOnlineStatsComplete (bool bWasSuccessful))
functionbool MuteAll (byte LocalUserNum, ool bAllowFriends)
functionbool MuteRemoteTalker (byte LocalUserNum, niqueNetId PlayerId)
functionbool QueryAvailableDownloads (byte LocalUserNum)
functionbool ReadContentList (byte LocalUserNum)
functionbool ReadFriendsList (byte LocalUserNum, ptional int Count, ptional int StartingAt)
functionbool ReadOnlineStats (const out array<UniqueNetId> Players, nlineStatsRead StatsRead)
functionbool ReadOnlineStatsByRank (OnlineStatsRead StatsRead, ptional int StartIndex = 1, ptional int NumToRead = 100)
functionbool ReadOnlineStatsByRankAroundPlayer (byte LocalUserNum, nlineStatsRead StatsRead, ptional int NumRows = 10)
functionbool ReadOnlineStatsForFriends (byte LocalUserNum, nlineStatsRead StatsRead)
functionbool ReadProfileSettings (byte LocalUserNum, nlineProfileSettings ProfileSettings)
functionbool RecalculateSkillRating (const out array<UniqueNetId> Players)
functionbool RegisterForArbitration ()
functionbool RegisterHostStatGuid (const out string HostStatGuid)
functionbool RegisterLocalTalker (byte LocalUserNum)
functionbool RegisterPlayer (UniqueNetId PlayerId, ool bWasInvited)
functionbool RegisterRemoteTalker (UniqueNetId PlayerId)
functionbool RegisterStatGuid (UniqueNetId PlayerId, onst out string ClientStatGuid)
functionbool RemoveFriend (byte LocalUserNum, niqueNetId FormerFriend))
functionbool SelectVocabulary (byte LocalUserNum, nt VocabularyId)
functionbool SendGameInviteToFriend (byte LocalUserNum, niqueNetId Friend, ptional string Text)
functionbool SendGameInviteToFriends (byte LocalUserNum, rray<UniqueNetId> Friends, ptional string Text)
functionbool SendMessageToFriend (byte LocalUserNum, niqueNetId Friend, tring Message)
function SetNetworkNotificationPosition (ENetworkNotificationPosition NewPos)
function SetOnlineStatus (byte LocalUserNum, nt PresenceMode, const out array<LocalizedStringSetting> LocalizedStringSettings, const out array<SettingsProperty> Properties)
functionbool SetRemoteTalkerPriority (byte LocalUserNum, niqueNetId PlayerId, nt Priority)
functionbool SetSpeechRecognitionObject (byte LocalUserNum, peechRecognition SpeechRecogObj)
functionbool ShowAchievementsUI (byte LocalUserNum)
functionbool ShowContentMarketplaceUI (byte LocalUserNum)
functionbool ShowDeviceSelectionUI (byte LocalUserNum, nt SizeNeeded, ool bForceShowUI = false)
functionbool ShowFeedbackUI (byte LocalUserNum, niqueNetId PlayerId)
functionbool ShowFriendsInviteUI (byte LocalUserNum, niqueNetId PlayerId)
functionbool ShowFriendsUI (byte LocalUserNum)
functionbool ShowGamerCardUI (byte LocalUserNum, niqueNetId PlayerId)
functionbool ShowInviteUI (byte LocalUserNum, ptional string InviteText)
functionbool ShowKeyboardUI (byte LocalUserNum, tring TitleText, string DescriptionText, ptional bool bIsPassword = false, optional bool bShouldValidate = true, optional string DefaultText, optional int MaxResultLength = 256)
functionbool ShowLoginUI (optional bool bShowOnlineOnly = false)
functionbool ShowMembershipMarketplaceUI (byte LocalUserNum)
functionbool ShowMessagesUI (byte LocalUserNum)
functionbool ShowPlayersUI (byte LocalUserNum)
function StartNetworkedVoice (byte LocalUserNum)
functionbool StartOnlineGame ()
functionbool StartSpeechRecognition (byte LocalUserNum)
function StopNetworkedVoice (byte LocalUserNum)
functionbool StopSpeechRecognition (byte LocalUserNum)
functionbool UnlockAchievement (byte LocalUserNum, nt AchievementId)
functionbool UnlockGamerPicture (byte LocalUserNum, nt PictureId)
functionbool UnmuteAll (byte LocalUserNum)
functionbool UnmuteRemoteTalker (byte LocalUserNum, niqueNetId PlayerId)
functionbool UnregisterLocalTalker (byte LocalUserNum)
functionbool UnregisterPlayer (UniqueNetId PlayerId)
functionbool UnregisterRemoteTalker (UniqueNetId PlayerId)
functionbool UpdateOnlineGame (OnlineGameSettings UpdatedGameSettings)
functionbool WriteOnlinePlayerScores (const out array<OnlinePlayerScore> PlayerScores)
functionbool WriteOnlineStats (UniqueNetId Player, nlineStatsWrite StatsWrite)
functionbool WriteProfileSettings (byte LocalUserNum, nlineProfileSettings ProfileSettings)
Inherited Functions from IpDrv.OnlineSubsystemCommonImpl
GetPlayerNicknameFromIndex, GetPlayerUniqueNetIdFromIndex
Inherited Functions from Engine.OnlineSubsystem
Init, SetAccountInterface, SetContentInterface, SetGameInterface, SetNewsInterface, SetPlayerInterface, SetPlayerInterfaceEx, SetStatsInterface, SetSystemInterface, SetVoiceInterface, StringToUniqueNetId, UniqueNetIdToString


Variables Detail

AllLoginDelegates Source code

var LoginDelegates AllLoginDelegates;
Holds the list of delegates to fire when any login changes

AnyContentChangeDelegates Source code

var array<delegate<OnContentChange>> AnyContentChangeDelegates;
The list of delegates to notify when any content changes

ArbitrationList Source code

var array<OnlineArbitrationRegistrant> ArbitrationList;
Last set registrants in an arbitration registration

ArbitrationRegistrationCompleteDelegates Source code

var array<delegate<OnArbitrationRegistrationComplete>> ArbitrationRegistrationCompleteDelegates;
Array of delegates to multicast with for arbitration registration notification

AsyncTasks Source code

var native const array<pointer> AsyncTasks;
This is the array of pending async tasks. Each tick these tasks are checked completion. If complete, the delegate associated with them is called

bIsInSignInUI Source code

var const bool bIsInSignInUI;
Used to track when a user cancels a sign-in request so that code waiting for a result can continue

bShouldLogArbitrationData Source code

var config bool bShouldLogArbitrationData;
Whether to log arbitration data or not

bShouldLogStatsData Source code

var config bool bShouldLogStatsData;
Whether to log stats (including true skill) data or not

bSkillUpdateInProgress Source code

var bool bSkillUpdateInProgress;
Tracks whether a skill update is asynchronously processing

bWasKeyboardInputCanceled Source code

var byte bWasKeyboardInputCanceled;
Whether the user canceled keyboard input or not

CancelFindOnlineGamesCompleteDelegates Source code

var array<delegate<OnCancelFindOnlineGamesComplete>> CancelFindOnlineGamesCompleteDelegates;
Array of delegates to multicast with for game search cancellation notification

ConnectionStatusChangeDelegates Source code

var array<delegate<OnConnectionStatusChange>> ConnectionStatusChangeDelegates;
This is the list of delegates requesting notification Live's connection state changes

ContentCache[4] Source code

var ContentListCache ContentCache[4];
Cache of content list per player

ControllerChangeDelegates Source code

var array<delegate<OnControllerChange>> ControllerChangeDelegates;
This is the list of delegates requesting notification when a controller's state changes

CreateOnlineGameCompleteDelegates Source code

var array<delegate<OnCreateOnlineGameComplete>> CreateOnlineGameCompleteDelegates;
Array of delegates to multicast with for game creation notification

CurrentGameState Source code

var const EOnlineGameState CurrentGameState;
The current game state as the Live layer understands it

CurrentNotificationPosition Source code

var ENetworkNotificationPosition CurrentNotificationPosition;
Where Live notifications will be displayed on the screen

CurrentStatsRead Source code

var const OnlineStatsRead CurrentStatsRead;
The currently outstanding stats read request

DestroyOnlineGameCompleteDelegates Source code

var array<delegate<OnDestroyOnlineGameComplete>> DestroyOnlineGameCompleteDelegates;
Array of delegates to multicast with for game destruction notification

DeviceCache[4] Source code

var DeviceIdCache DeviceCache[4];
Holds the last results of device selection

EndOnlineGameCompleteDelegates Source code

var array<delegate<OnEndOnlineGameComplete>> EndOnlineGameCompleteDelegates;
Array of delegates to multicast with for game ending notification

ExternalUIChangeDelegates Source code

var array<delegate<OnExternalUIChange>> ExternalUIChangeDelegates;
This is the list of delegates requesting notification when a Live UI opens/closes

FindOnlineGamesCompleteDelegates Source code

var array<delegate<OnFindOnlineGamesComplete>> FindOnlineGamesCompleteDelegates;
Array of delegates to multicast with for game search notification

FlushOnlineStatsDelegates Source code

var array<delegate<OnFlushOnlineStatsComplete>> FlushOnlineStatsDelegates;
The list of delegates to notify when the stats flush is complete

FriendsCache[4] Source code

var FriendsListCache FriendsCache[4];
Cache of friends data per player

GameSearch Source code

var const OnlineGameSearch GameSearch;
The current game search object in use

GameSettings Source code

var const OnlineGameSettings GameSettings;
The current game settings object in use

InviteCache[4] Source code

var InviteData InviteCache[4];
The cached data for the players

JoinFriendGameCompleteDelegates Source code

var array<delegate<OnJoinFriendGameComplete>> JoinFriendGameCompleteDelegates;
Holds the list of delegates that are interested in receiving join friend completions

JoinOnlineGameCompleteDelegates Source code

var array<delegate<OnJoinOnlineGameComplete>> JoinOnlineGameCompleteDelegates;
Array of delegates to multicast with for game join notification

KeyboardInputDelegates Source code

var array<delegate<OnKeyboardInputComplete>> KeyboardInputDelegates;
The list of delegates to notify when the keyboard input is complete

KeyboardInputResults Source code

var string KeyboardInputResults;
Holds the last keyboard input results

LanAnnouncePort Source code

var const config int LanAnnouncePort;
Port to listen on for LAN queries/responses

LanBeacon Source code

var const native transient pointer LanBeacon;
LAN announcement socket used to send/receive discovery packets

LanBeaconState Source code

var const ELanBeaconState LanBeaconState;
The current state the lan beacon is in

LanGameUniqueId Source code

var const config int LanGameUniqueId;
Unique id to keep UE3 games from seeing each others' lan packets

LanNonce[8] Source code

var const byte LanNonce[8];
Used by a client to uniquely identify itself during lan match discovery

LanPacketPlatformMask Source code

var const config int LanPacketPlatformMask;
Mask containing which platforms can cross communicate

LanQueryTimeLeft Source code

var float LanQueryTimeLeft;
The amount of time before the lan query is considered done

LanQueryTimeout Source code

var config float LanQueryTimeout;
The amount of time to wait before timing out a lan query request

LastInputDeviceConnectedMask Source code

var int LastInputDeviceConnectedMask;
Holds a true/false connection state for each of the possible 4 controllers

LastSignInMask Source code

var const int LastSignInMask;
Used to compare previous sign in masks to handle players signing out

LastXuids[4] Source code

var const UniqueNetId LastXuids[4];
The set of last known xuids

LinkStatusChangeDelegates Source code

var array<delegate<OnConnectionStatusChange>> LinkStatusChangeDelegates;
This is the list of delegates requesting notification of link status changes

ListPlayInfo Source code

var const native transient pointer ListPlayInfo;
Holds the secure key information for a list play session

ListPlayReadSize Source code

var config int ListPlayReadSize;
The number of list play servers to read in one request

LiveSystemLinkPort Source code

var const config int LiveSystemLinkPort;
The port to tell Live to send/receive all broadcasts on

LocalTalkers[4] Source code

var LocalTalker LocalTalkers[4];
Holds information about each of the local talkers

LoginCancelledDelegates Source code

var array<delegate<OnLoginCancelled>> LoginCancelledDelegates;
This is the list of requested delegates to fire when a login is cancelled

LoginFailedDelegates Source code

var array<delegate<OnLoginFailed>> LoginFailedDelegates;
This is the list of requested delegates to fire when a login fails to process

LogoutCompletedDelegates Source code

var array<delegate<OnLogoutCompleted>> LogoutCompletedDelegates;
This is the list of requested delegates to fire when a logout completes

MaxListPlayServersToRead Source code

var config int MaxListPlayServersToRead;
The maximum number of list play servers to read before stopping

MutingChangeDelegates Source code

var array<delegate<OnMutingChange>> MutingChangeDelegates;
Holds the list of delegates that are interested in receiving mute change notifications

NotificationHandle Source code

var const native transient pointer NotificationHandle;
The notification handle to use for polling events

NumLogins Source code

var const config int NumLogins;
The number of simultaneous logins allowed (1, 2, or 4)

PerUserDelegates[4] Source code

var PerUserDelegateLists PerUserDelegates[4];
Per user array of array of delegates

PlayerLoginDelegates[4] Source code

var LoginDelegates PlayerLoginDelegates[4];
Used for per player index notification of sign in changes

ProfileCache[4] Source code

var ProfileSettingsCache ProfileCache[4];
Holds the per player profile data

QoSPacket[512] Source code

var const byte QoSPacket[512];
QoS packet with extra data to send to client

ReadOnlineStatsCompleteDelegates Source code

var array<delegate<OnReadOnlineStatsComplete>> ReadOnlineStatsCompleteDelegates;
This is the list of delegates requesting notification when a stats read finishes

RegisterPlayerCompleteDelegates Source code

var array<delegate<OnRegisterPlayerComplete>> RegisterPlayerCompleteDelegates;
Array of delegates to multicast with for player registration notification

RemoteTalkers Source code

var array<LiveRemoteTalker> RemoteTalkers;
Array of registered remote talkers

SessionInfo Source code

var const native transient pointer SessionInfo;
The session information of the current session

StartOnlineGameCompleteDelegates Source code

var array<delegate<OnStartOnlineGameComplete>> StartOnlineGameCompleteDelegates;
Array of delegates to multicast with for game starting notification

StorageDeviceChangeDelegates Source code

var array<delegate<OnStorageDeviceChange>> StorageDeviceChangeDelegates;
This is the list of delegates requesting notification of storage device changes

TalkingDelegates Source code

var array<delegate<OnPlayerTalking>> TalkingDelegates;
Holds the list of delegates that are interested in receiving talking notifications

UnregisterPlayerCompleteDelegates Source code

var array<delegate<OnUnregisterPlayerComplete>> UnregisterPlayerCompleteDelegates;
Array of delegates to multicast with for player unregistration notification

XLocatorServiceHandle Source code

var const native transient pointer XLocatorServiceHandle;
The handle used with the XLocator service


Structures Detail

ContentListCache Source code

struct ContentListCache
{
var array<OnlineContent> Content;
var array<delegate<OnContentChange>> ContentChangeDelegates;
var int NewDownloadCount;
var array<delegate<OnQueryAvailableDownloadsComplete>> QueryDownloadsDelegates;
var array<delegate<OnReadContentComplete>> ReadCompleteDelegates;
var EOnlineEnumerationReadState ReadState;
var int TotalDownloadCount;
};
Holds the cached state of the content list for a single player
Content:
The list of returned content
ContentChangeDelegates:
The delegate to call when the content has changed (user logged in, etc)
NewDownloadCount:
The number of new downloadable content packages available
QueryDownloadsDelegates:
The delegate to call when the read is complete
ReadCompleteDelegates:
The delegate to call when the read is complete
ReadState:
Indicates the state of the async read
TotalDownloadCount:
The total number of downloadable content packages available

DeviceIdCache Source code

struct DeviceIdCache
{
var int DeviceId;
var array<delegate<OnDeviceSelectionComplete>> DeviceSelectionDelegates;
var delegate<OnDeviceSelectionComplete> DeviceSelectionMulticast;
};
Per user cache of device id information
DeviceId:
The last selected device id for this user
DeviceSelectionDelegates:
List of subscribers interested in device selection notification
DeviceSelectionMulticast:
Delegate used to fire the array of events off

FriendsListCache Source code

struct FriendsListCache
{
var array<OnlineFriend> Friends;
var array<delegate<OnFriendsChange>> FriendsChangeDelegates;
var array<delegate<OnReadFriendsComplete>> ReadFriendsDelegates;
var EOnlineEnumerationReadState ReadState;
};
Holds the cached state of the friends list for a single player
Friends:
The list of returned friends
FriendsChangeDelegates:
The array of delegates that notify that the friends list has changed
ReadFriendsDelegates:
The array of delegates that notify read completion of the friends list data
ReadState:
Indicates the state of the async read

InviteData Source code

struct InviteData
{
var const native transient pointer InviteData;
var array<delegate<OnGameInviteAccepted>> InviteDelegates;
var const OnlineGameSearch InviteSearch;
};
Holds the delegate and the last accepted invite for a player
InviteData:
Cached invite data for the player
InviteDelegates:
The per user delegates for game invites
InviteSearch:
Game search results associated with this invite

LiveRemoteTalker Source code

struct LiveRemoteTalker extends RemoteTalker
{
var TalkerPriority LocalPriorities[4];
var int NumberOfMutes;
};
Information about a remote talker
LocalPriorities[4]:
Holds the priorities for each of the local players
NumberOfMutes:
The number of local talkers that have this remote talker muted

LoginDelegates Source code

struct LoginDelegates
{
var array<delegate<OnLoginChange>> Delegates;
};
Holds an array of login delegates
Delegates:
This is the list of requested delegates to fire

PerUserDelegateLists Source code

struct PerUserDelegateLists
{
var array<delegate<OnUnlockAchievementComplete>> AchievementDelegates;
var array<delegate<OnRecognitionComplete>> SpeechRecognitionDelegates;
};
Since the static array of dynamic array syntax appears to be broken
AchievementDelegates:
The array of delegates for notifying when an achievement write has completed
SpeechRecognitionDelegates:
The array of delegates for notifying when speech recognition has completed for a player

ProfileSettingsCache Source code

struct ProfileSettingsCache
{
var OnlineProfileSettings Profile;
var array<delegate<OnProfileDataChanged>> ProfileDataChangedDelegates;
var array<delegate<OnReadProfileSettingsComplete>> ReadDelegates;
var array<delegate<OnWriteProfileSettingsComplete>> WriteDelegates;
};
Holds the cached state of the profile for a single player
Profile:
The profile for the player
ProfileDataChangedDelegates:
Used to notify subscribers when the player changes their (non-game) profile
ReadDelegates:
Used for per player index notification of profile reads completing
WriteDelegates:
Used for per player index notification of profile writes completing

TalkerPriority Source code

struct TalkerPriority
{
var int CurrentPriority;
var int LastPriority;
};
Information about a remote talker's priority Zero means highest priority, < zero means muted
CurrentPriority:
Holds the current priority for this talker
LastPriority:
Holds the last priority for this talker


Delegates Detail

OnAddFriendByNameComplete Source code

delegate OnAddFriendByNameComplete ( bool bWasSuccessful )
Called when a friend invite arrives for a local player
@param bWasSuccessful true if successfully added, false if not found or failed

OnArbitrationRegistrationComplete Source code

delegate OnArbitrationRegistrationComplete ( bool bWasSuccessful )
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

OnCancelFindOnlineGamesComplete Source code

delegate OnCancelFindOnlineGamesComplete ( bool bWasSuccessful )
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

OnConnectionStatusChange Source code

delegate OnConnectionStatusChange ( EOnlineServerConnectionStatus ConnectionStatus )
Delegate fire when the online server connection state changes
@param ConnectionStatus the new connection status

OnContentChange Source code

delegate OnContentChange ( )
Delegate used in content change (add or deletion) notifications for any user

OnControllerChange Source code

delegate OnControllerChange ( int ControllerId,bool bIsConnected )
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)

OnCreateOnlineGameComplete Source code

delegate OnCreateOnlineGameComplete ( bool bWasSuccessful )
Delegate fired when a create request has completed
@param bWasSuccessful true if the async action completed without error, false if there was an error

OnDestroyOnlineGameComplete Source code

delegate OnDestroyOnlineGameComplete ( bool bWasSuccessful )
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

OnDeviceSelectionComplete Source code

delegate OnDeviceSelectionComplete ( bool bWasSuccessful )
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

OnEndOnlineGameComplete Source code

delegate OnEndOnlineGameComplete ( bool bWasSuccessful )
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

OnExternalUIChange Source code

delegate OnExternalUIChange ( bool bIsOpening )
Delegate fired when an external UI display state changes (opening/closing)
@param bIsOpening whether the external UI is opening or closing

OnFindOnlineGamesComplete Source code

delegate OnFindOnlineGamesComplete ( bool bWasSuccessful )
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

OnFlushOnlineStatsComplete Source code

delegate OnFlushOnlineStatsComplete ( bool bWasSuccessful )
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

OnFriendInviteReceived Source code

delegate OnFriendInviteReceived ( byte LocalUserNum,UniqueNetId RequestingPlayer,string RequestingNick,string Message )
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

OnFriendMessageReceived Source code

delegate OnFriendMessageReceived ( byte LocalUserNum,UniqueNetId SendingPlayer,string SendingNick,string Message )
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

OnFriendsChange Source code

delegate OnFriendsChange ( )
Delegate used in friends list change notifications

OnGameInviteAccepted Source code

delegate OnGameInviteAccepted ( OnlineGameSettings InviteSettings )
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

OnJoinFriendGameComplete Source code

delegate OnJoinFriendGameComplete ( bool bWasSuccessful )
Called once the join task has completed
@param bWasSuccessful the session was found and is joinable, false otherwise

OnJoinOnlineGameComplete Source code

delegate OnJoinOnlineGameComplete ( bool bWasSuccessful )
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

OnKeyboardInputComplete Source code

delegate OnKeyboardInputComplete ( bool bWasSuccessful )
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

OnLinkStatusChange Source code

delegate OnLinkStatusChange ( bool bIsConnected )
Delegate fired when the network link status changes
@param bIsConnected whether the link is currently connected or not

OnLoginCancelled Source code

delegate OnLoginCancelled ( )
Delegate used to notify when a login request was cancelled by the user

OnLoginChange Source code

delegate OnLoginChange ( )
Delegate used in login notifications

OnLoginFailed Source code

delegate OnLoginFailed ( byte LocalUserNum,EOnlineServerConnectionStatus ErrorCode )
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

OnLogoutCompleted Source code

delegate OnLogoutCompleted ( bool bWasSuccessful )
Delegate used in notifying the UI/game that the manual logout completed
@param bWasSuccessful whether the async call completed properly or not

OnMutingChange Source code

delegate OnMutingChange ( )
Delegate used in mute list change notifications

OnPlayerTalking Source code

delegate OnPlayerTalking ( UniqueNetId Player )
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

OnProfileDataChanged Source code

delegate OnProfileDataChanged ( )
Called when an external change to player profile data has occured

OnQueryAvailableDownloadsComplete Source code

delegate OnQueryAvailableDownloadsComplete ( bool bWasSuccessful )
Called once the download query completes
@param bWasSuccessful true if the async action completed without error, false if there was an error

OnReadContentComplete Source code

delegate OnReadContentComplete ( bool bWasSuccessful )
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

OnReadFriendsComplete Source code

delegate OnReadFriendsComplete ( bool bWasSuccessful )
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

OnReadOnlineStatsComplete Source code

delegate OnReadOnlineStatsComplete ( bool 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

OnReadProfileSettingsComplete Source code

delegate OnReadProfileSettingsComplete ( bool bWasSuccessful )
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

OnReceivedGameInvite Source code

delegate OnReceivedGameInvite ( byte LocalUserNum,string InviterName )
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

OnRecognitionComplete Source code

delegate OnRecognitionComplete ( )
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

OnRegisterHostStatGuidComplete Source code

delegate OnRegisterHostStatGuidComplete ( bool bWasSuccessful )
Called when the host stat guid registration is complete
@param bWasSuccessful whether the registration has completed or not

OnRegisterPlayerComplete Source code

delegate OnRegisterPlayerComplete ( bool bWasSuccessful )
Delegate fired when the registration process has completed
@param bWasSuccessful true if the async action completed without error, false if there was an error

OnStartOnlineGameComplete Source code

delegate OnStartOnlineGameComplete ( bool bWasSuccessful )
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

OnStorageDeviceChange Source code

delegate OnStorageDeviceChange ( )
Delegate fired when a storage device change is detected

OnUnlockAchievementComplete Source code

delegate OnUnlockAchievementComplete ( bool bWasSuccessful )
Delegate used when the achievement unlocking has completed
@param bWasSuccessful true if the async action completed without error, false if there was an error

OnUnregisterPlayerComplete Source code

delegate OnUnregisterPlayerComplete ( bool bWasSuccessful )
Delegate fired when the unregistration process has completed
@param bWasSuccessful true if the async action completed without error, false if there was an error

OnWriteProfileSettingsComplete Source code

delegate OnWriteProfileSettingsComplete ( bool bWasSuccessful )
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


Functions Detail

AcceptFriendInvite Source code

function bool AcceptFriendInvite ( byte LocalUserNum,UniqueNetId RequestingPlayer )
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

AcceptGameInvite Source code

native function bool AcceptGameInvite ( byte LocalUserNum )
Tells the online subsystem to accept the game invite that is currently pending
@param LocalUserNum the local user accepting the invite

AddAddFriendByNameCompleteDelegate Source code

function AddAddFriendByNameCompleteDelegate ( byte LocalUserNum,delegate<OnAddFriendByNameComplete> FriendDelegate )
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

AddArbitrationRegistrationCompleteDelegate Source code

function AddArbitrationRegistrationCompleteDelegate ( delegate<OnArbitrationRegistrationComplete> ArbitrationRegistrationCompleteDelegate) )
Sets the notification callback to use when arbitration registration has completed
@param ArbitrationRegistrationCompleteDelegate the delegate to use for notifications

AddCancelFindOnlineGamesCompleteDelegate Source code

function AddCancelFindOnlineGamesCompleteDelegate ( delegate<OnCancelFindOnlineGamesComplete> CancelFindOnlineGamesCompleteDelegate) )
Adds the delegate to the list to notify with
@param CancelFindOnlineGamesCompleteDelegate the delegate to use for notifications

AddConnectionStatusChangeDelegate Source code

function AddConnectionStatusChangeDelegate ( delegate<OnConnectionStatusChange> ConnectionStatusDelegate) )
Adds the delegate to the list to be notified when the connection status changes
@param ConnectionStatusDelegate the delegate to add

AddContentChangeDelegate Source code

function AddContentChangeDelegate ( delegate<OnContentChange> ContentDelegate,optional byte LocalUserNum = 255) )
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

AddControllerChangeDelegate Source code

function AddControllerChangeDelegate ( delegate<OnControllerChange> ControllerChangeDelegate) )
Sets the delegate used to notify the gameplay code that the controller state changed
@param ControllerChangeDelegate the delegate to use for notifications

AddCreateOnlineGameCompleteDelegate Source code

function AddCreateOnlineGameCompleteDelegate ( delegate<OnCreateOnlineGameComplete> 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

AddDestroyOnlineGameCompleteDelegate Source code

function AddDestroyOnlineGameCompleteDelegate ( delegate<OnDestroyOnlineGameComplete> DestroyOnlineGameCompleteDelegate) )
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

AddDeviceSelectionDoneDelegate Source code

function AddDeviceSelectionDoneDelegate ( byte LocalUserNum,delegate<OnDeviceSelectionComplete> DeviceDelegate) )
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

AddEndOnlineGameCompleteDelegate Source code

function AddEndOnlineGameCompleteDelegate ( delegate<OnEndOnlineGameComplete> EndOnlineGameCompleteDelegate) )
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

AddExternalUIChangeDelegate Source code

function AddExternalUIChangeDelegate ( delegate<OnExternalUIChange> ExternalUIDelegate) )
Sets the delegate used to notify the gameplay code that external UI state changed (opened/closed)
@param ExternalUIDelegate the delegate to use for notifications

AddFindOnlineGamesCompleteDelegate Source code

function AddFindOnlineGamesCompleteDelegate ( delegate<OnFindOnlineGamesComplete> FindOnlineGamesCompleteDelegate) )
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

AddFlushOnlineStatsCompleteDelegate Source code

function AddFlushOnlineStatsCompleteDelegate ( delegate<OnFlushOnlineStatsComplete> FlushOnlineStatsCompleteDelegate) )
Adds the delegate used to notify the gameplay code that the stats flush has completed
@param FlushOnlineStatsCompleteDelegate the delegate to use for notifications

AddFriend Source code

function bool AddFriend ( byte LocalUserNum,UniqueNetId NewFriend,optional string Message) )
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

AddFriendByName Source code

function bool AddFriendByName ( byte LocalUserNum,string FriendName,optional string Message )
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

AddFriendInviteReceivedDelegate Source code

function AddFriendInviteReceivedDelegate ( byte LocalUserNum,delegate<OnFriendInviteReceived> InviteDelegate )
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

AddFriendMessageReceivedDelegate Source code

function AddFriendMessageReceivedDelegate ( byte LocalUserNum,delegate<OnFriendMessageReceived> MessageDelegate )
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

AddFriendsChangeDelegate Source code

function AddFriendsChangeDelegate ( byte LocalUserNum,delegate<OnFriendsChange> FriendsDelegate) )
Sets the delegate used to notify the gameplay code that a friends list changed
@param FriendsDelegate the delegate to use for notifications

AddGameInviteAcceptedDelegate Source code

function AddGameInviteAcceptedDelegate ( byte LocalUserNum,delegate<OnGameInviteAccepted> GameInviteAcceptedDelegate) )
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

AddJoinFriendGameCompleteDelegate Source code

function AddJoinFriendGameCompleteDelegate ( delegate<OnJoinFriendGameComplete> JoinFriendGameCompleteDelegate) )
Sets the delegate used to notify when the join friend is complete
@param JoinFriendGameCompleteDelegate the delegate to use for notifications

AddJoinOnlineGameCompleteDelegate Source code

function AddJoinOnlineGameCompleteDelegate ( delegate<OnJoinOnlineGameComplete> JoinOnlineGameCompleteDelegate) )
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

AddKeyboardInputDoneDelegate Source code

function AddKeyboardInputDoneDelegate ( delegate<OnKeyboardInputComplete> InputDelegate) )
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

AddLinkStatusChangeDelegate Source code

function AddLinkStatusChangeDelegate ( delegate<OnLinkStatusChange> LinkStatusDelegate) )
Sets the delegate used to notify the gameplay code that link status changed
@param LinkStatusDelegate the delegate to use for notifications

AddLoginCancelledDelegate Source code

function AddLoginCancelledDelegate ( delegate<OnLoginCancelled> CancelledDelegate) )
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

AddLoginChangeDelegate Source code

function AddLoginChangeDelegate ( delegate<OnLoginChange> LoginDelegate,optional byte LocalUserNum = 255) )
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

AddLoginFailedDelegate Source code

function AddLoginFailedDelegate ( byte LocalUserNum,delegate<OnLoginFailed> LoginFailedDelegate) )
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

AddLogoutCompletedDelegate Source code

function AddLogoutCompletedDelegate ( byte LocalUserNum,delegate<OnLogoutCompleted> LogoutDelegate) )
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

AddMutingChangeDelegate Source code

function AddMutingChangeDelegate ( delegate<OnMutingChange> MutingDelegate) )
Sets the delegate used to notify the gameplay code that a muting list changed
@param MutingDelegate the delegate to use for notifications

AddPlayerTalkingDelegate Source code

function AddPlayerTalkingDelegate ( delegate<OnPlayerTalking> TalkerDelegate) )
Adds a talker delegate to the list of notifications
@param TalkerDelegate the delegate to call when a player is talking

AddProfileDataChangedDelegate Source code

function AddProfileDataChangedDelegate ( byte LocalUserNum,delegate<OnProfileDataChanged> ProfileDataChangedDelegate) )
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

AddQueryAvailableDownloadsComplete Source code

function AddQueryAvailableDownloadsComplete ( byte LocalUserNum,delegate<OnQueryAvailableDownloadsComplete> QueryDownloadsDelegate) )
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

AddReadContentComplete Source code

function AddReadContentComplete ( byte LocalUserNum,delegate<OnReadContentComplete> ReadContentCompleteDelegate) )
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

AddReadFriendsCompleteDelegate Source code

function AddReadFriendsCompleteDelegate ( byte LocalUserNum,delegate<OnReadFriendsComplete> ReadFriendsCompleteDelegate) )
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

AddReadOnlineStatsCompleteDelegate Source code

function AddReadOnlineStatsCompleteDelegate ( delegate<OnReadOnlineStatsComplete> ReadOnlineStatsCompleteDelegate) )
Adds the delegate used to notify the gameplay code that the stats read has completed
@param ReadOnlineStatsCompleteDelegate the delegate to use for notifications

AddReadProfileSettingsCompleteDelegate Source code

function AddReadProfileSettingsCompleteDelegate ( byte LocalUserNum,delegate<OnReadProfileSettingsComplete> ReadProfileSettingsCompleteDelegate) )
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

AddReceivedGameInviteDelegate Source code

function AddReceivedGameInviteDelegate ( byte LocalUserNum,delegate<OnReceivedGameInvite> ReceivedGameInviteDelegate )
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

AddRecognitionCompleteDelegate Source code

function AddRecognitionCompleteDelegate ( byte LocalUserNum,delegate<OnRecognitionComplete> RecognitionDelegate) )
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

AddRegisterHostStatGuidCompleteDelegate Source code

function AddRegisterHostStatGuidCompleteDelegate ( delegate<OnFlushOnlineStatsComplete> RegisterHostStatGuidCompleteDelegate )
Adds the delegate for notifying when the host guid registration is done
@param RegisterHostStatGuidCompleteDelegate the delegate to use for notifications

AddRegisterPlayerCompleteDelegate Source code

function AddRegisterPlayerCompleteDelegate ( delegate<OnRegisterPlayerComplete> RegisterPlayerCompleteDelegate) )
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

AddStartOnlineGameCompleteDelegate Source code

function AddStartOnlineGameCompleteDelegate ( delegate<OnStartOnlineGameComplete> StartOnlineGameCompleteDelegate) )
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

AddStorageDeviceChangeDelegate Source code

function AddStorageDeviceChangeDelegate ( delegate<OnStorageDeviceChange> StorageDeviceChangeDelegate) )
Adds the delegate to the list to be notified when a storage device changes
@param StorageDeviceChangeDelegate the delegate to add

AddUnlockAchievementCompleteDelegate Source code

function AddUnlockAchievementCompleteDelegate ( byte LocalUserNum,delegate<OnUnlockAchievementComplete> UnlockAchievementCompleteDelegate) )
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

AddUnregisterPlayerCompleteDelegate Source code

function AddUnregisterPlayerCompleteDelegate ( delegate<OnUnregisterPlayerComplete> UnregisterPlayerCompleteDelegate) )
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

AddWriteProfileSettingsCompleteDelegate Source code

function AddWriteProfileSettingsCompleteDelegate ( byte LocalUserNum,delegate<OnWriteProfileSettingsComplete> WriteProfileSettingsCompleteDelegate) )
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

AreAnyFriends Source code

native function bool AreAnyFriends ( byte LocalUserNum,out array<FriendsQuery> Query )
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

AutoLogin Source code

native function bool AutoLogin ( )
Logs the player into the online service using parameters passed on the command line. Expects -Login= -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

CancelFindOnlineGames Source code

native function bool CancelFindOnlineGames ( )
Cancels the current search in progress if possible for that search type
@return true if successful searching for sessions, false otherwise

CanCommunicate Source code

native function EFeaturePrivilegeLevel CanCommunicate ( 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

CanDownloadUserContent Source code

native function EFeaturePrivilegeLevel CanDownloadUserContent ( 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

CanPlayOnline Source code

native function EFeaturePrivilegeLevel CanPlayOnline ( 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

CanPurchaseContent Source code

native function EFeaturePrivilegeLevel CanPurchaseContent ( 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

CanShowPresenceInformation Source code

native function EFeaturePrivilegeLevel CanShowPresenceInformation ( 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

CanViewPlayerProfiles Source code

native function EFeaturePrivilegeLevel CanViewPlayerProfiles ( 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

ClearAddFriendByNameCompleteDelegate Source code

function ClearAddFriendByNameCompleteDelegate ( 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

ClearArbitrationRegistrationCompleteDelegate Source code

function ClearArbitrationRegistrationCompleteDelegate ( delegate<OnArbitrationRegistrationComplete> ArbitrationRegistrationCompleteDelegate) )
Removes the notification callback to use when arbitration registration has completed
@param ArbitrationRegistrationCompleteDelegate the delegate to use for notifications

ClearCancelFindOnlineGamesCompleteDelegate Source code

function ClearCancelFindOnlineGamesCompleteDelegate ( delegate<OnCancelFindOnlineGamesComplete> CancelFindOnlineGamesCompleteDelegate) )
Removes the delegate from the notify list
@param CancelFindOnlineGamesCompleteDelegate the delegate to use for notifications

ClearConnectionStatusChangeDelegate Source code

function ClearConnectionStatusChangeDelegate ( delegate<OnConnectionStatusChange> ConnectionStatusDelegate) )
Removes the delegate from the notify list
@param ConnectionStatusDelegate the delegate to remove

ClearContentChangeDelegate Source code

function ClearContentChangeDelegate ( delegate<OnContentChange> ContentDelegate,optional byte LocalUserNum = 255) )
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

ClearControllerChangeDelegate Source code

function ClearControllerChangeDelegate ( delegate<OnControllerChange> ControllerChangeDelegate) )
Removes the delegate used to notify the gameplay code that the controller state changed
@param ControllerChangeDelegate the delegate to remove

ClearCreateOnlineGameCompleteDelegate Source code

function ClearCreateOnlineGameCompleteDelegate ( delegate<OnCreateOnlineGameComplete> 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

ClearDestroyOnlineGameCompleteDelegate Source code

function ClearDestroyOnlineGameCompleteDelegate ( delegate<OnDestroyOnlineGameComplete> DestroyOnlineGameCompleteDelegate) )
Removes the delegate from the notification list
@param DestroyOnlineGameCompleteDelegate the delegate to use for notifications

ClearDeviceSelectionDoneDelegate Source code

function ClearDeviceSelectionDoneDelegate ( byte LocalUserNum,delegate<OnDeviceSelectionComplete> DeviceDelegate) )
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

ClearEndOnlineGameCompleteDelegate Source code

function ClearEndOnlineGameCompleteDelegate ( delegate<OnEndOnlineGameComplete> EndOnlineGameCompleteDelegate) )
Removes the delegate from the notify list
@param EndOnlineGameCompleteDelegate the delegate to use for notifications

ClearExternalUIChangeDelegate Source code

function ClearExternalUIChangeDelegate ( delegate<OnExternalUIChange> ExternalUIDelegate) )
Removes the delegate from the notification list
@param ExternalUIDelegate the delegate to remove

ClearFindOnlineGamesCompleteDelegate Source code

function ClearFindOnlineGamesCompleteDelegate ( delegate<OnFindOnlineGamesComplete> FindOnlineGamesCompleteDelegate) )
Removes the delegate from the notify list
@param FindOnlineGamesCompleteDelegate the delegate to use for notifications

ClearFlushOnlineStatsCompleteDelegate Source code

function ClearFlushOnlineStatsCompleteDelegate ( delegate<OnFlushOnlineStatsComplete> FlushOnlineStatsCompleteDelegate) )
Clears the delegate used to notify the gameplay code that the stats flush has completed
@param FlushOnlineStatsCompleteDelegate the delegate to use for notifications

ClearFriendInviteReceivedDelegate Source code

function ClearFriendInviteReceivedDelegate ( 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

ClearFriendMessageReceivedDelegate Source code

function ClearFriendMessageReceivedDelegate ( 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

ClearFriendsChangeDelegate Source code

function ClearFriendsChangeDelegate ( byte LocalUserNum,delegate<OnFriendsChange> FriendsDelegate) )
Removes the delegate from the list of notifications
@param FriendsDelegate the delegate to use for notifications

ClearGameInviteAcceptedDelegate Source code

function ClearGameInviteAcceptedDelegate ( byte LocalUserNum,delegate<OnGameInviteAccepted> GameInviteAcceptedDelegate) )
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

ClearJoinFriendGameCompleteDelegate Source code

function ClearJoinFriendGameCompleteDelegate ( delegate<OnJoinFriendGameComplete> JoinFriendGameCompleteDelegate) )
Removes the delegate from the list of notifications
@param JoinFriendGameCompleteDelegate the delegate to use for notifications

ClearJoinOnlineGameCompleteDelegate Source code

function ClearJoinOnlineGameCompleteDelegate ( delegate<OnJoinOnlineGameComplete> JoinOnlineGameCompleteDelegate) )
Removes the delegate from the notify list
@param JoinOnlineGameCompleteDelegate the delegate to use for notifications

ClearKeyboardInputDoneDelegate Source code

function ClearKeyboardInputDoneDelegate ( delegate<OnKeyboardInputComplete> 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

ClearLinkStatusChangeDelegate Source code

function ClearLinkStatusChangeDelegate ( delegate<OnLinkStatusChange> LinkStatusDelegate) )
Removes the delegate from the notify list
@param LinkStatusDelegate the delegate to remove

ClearLoginCancelledDelegate Source code

function ClearLoginCancelledDelegate ( delegate<OnLoginCancelled> CancelledDelegate) )
Removes the specified delegate from the notification list
@param CancelledDelegate the delegate to remove fromt he list

ClearLoginChangeDelegate Source code

function ClearLoginChangeDelegate ( delegate<OnLoginChange> LoginDelegate,optional byte LocalUserNum = 255) )
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

ClearLoginFailedDelegate Source code

function ClearLoginFailedDelegate ( byte LocalUserNum,delegate<OnLoginFailed> 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

ClearLogoutCompletedDelegate Source code

function ClearLogoutCompletedDelegate ( byte LocalUserNum,delegate<OnLogoutCompleted> 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

ClearMutingChangeDelegate Source code

function ClearMutingChangeDelegate ( delegate<OnMutingChange> MutingDelegate) )
Removes the delegate from the list of notifications
@param MutingDelegate the delegate to use for notifications

ClearPlayerTalkingDelegate Source code

function ClearPlayerTalkingDelegate ( delegate<OnPlayerTalking> TalkerDelegate) )
Removes a talker delegate to the list of notifications
@param TalkerDelegate the delegate to remove from the notification list

ClearProfileDataChangedDelegate Source code

function ClearProfileDataChangedDelegate ( byte LocalUserNum,delegate<OnProfileDataChanged> ProfileDataChangedDelegate) )
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

ClearQueryAvailableDownloadsComplete Source code

function ClearQueryAvailableDownloadsComplete ( byte LocalUserNum,delegate<OnQueryAvailableDownloadsComplete> QueryDownloadsDelegate) )
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

ClearReadContentComplete Source code

function ClearReadContentComplete ( byte LocalUserNum,delegate<OnReadContentComplete> ReadContentCompleteDelegate) )
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

ClearReadFriendsCompleteDelegate Source code

function ClearReadFriendsCompleteDelegate ( byte LocalUserNum,delegate<OnReadFriendsComplete> ReadFriendsCompleteDelegate) )
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

ClearReadOnlineStatsCompleteDelegate Source code

function ClearReadOnlineStatsCompleteDelegate ( delegate<OnReadOnlineStatsComplete> ReadOnlineStatsCompleteDelegate) )
Removes the delegate from the notify list
@param ReadOnlineStatsCompleteDelegate the delegate to use for notifications

ClearReadProfileSettingsCompleteDelegate Source code

function ClearReadProfileSettingsCompleteDelegate ( byte LocalUserNum,delegate<OnReadProfileSettingsComplete> ReadProfileSettingsCompleteDelegate) )
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

ClearReceivedGameInviteDelegate Source code

function ClearReceivedGameInviteDelegate ( 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

ClearRecognitionCompleteDelegate Source code

function ClearRecognitionCompleteDelegate ( byte LocalUserNum,delegate<OnRecognitionComplete> RecognitionDelegate) )
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

ClearRegisterHostStatGuidCompleteDelegateDelegate Source code

function ClearRegisterHostStatGuidCompleteDelegateDelegate ( delegate<OnFlushOnlineStatsComplete> RegisterHostStatGuidCompleteDelegate )
Clears the delegate used to notify the gameplay code
@param RegisterHostStatGuidCompleteDelegate the delegate to use for notifications

ClearRegisterPlayerCompleteDelegate Source code

function ClearRegisterPlayerCompleteDelegate ( delegate<OnRegisterPlayerComplete> RegisterPlayerCompleteDelegate) )
Removes the specified delegate from the notification list
@param RegisterPlayerCompleteDelegate the delegate to use for notifications

ClearStartOnlineGameCompleteDelegate Source code

function ClearStartOnlineGameCompleteDelegate ( delegate<OnStartOnlineGameComplete> StartOnlineGameCompleteDelegate) )
Removes the delegate from the notify list
@param StartOnlineGameCompleteDelegate the delegate to use for notifications

ClearStorageDeviceChangeDelegate Source code

function ClearStorageDeviceChangeDelegate ( delegate<OnStorageDeviceChange> StorageDeviceChangeDelegate) )
Removes the delegate from the notify list
@param ConnectionStatusDelegate the delegate to remove

ClearUnlockAchievementCompleteDelegate Source code

function ClearUnlockAchievementCompleteDelegate ( byte LocalUserNum,delegate<OnUnlockAchievementComplete> UnlockAchievementCompleteDelegate) )
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

ClearUnregisterPlayerCompleteDelegate Source code

function ClearUnregisterPlayerCompleteDelegate ( delegate<OnUnregisterPlayerComplete> UnregisterPlayerCompleteDelegate) )
Removes the specified delegate from the notification list
@param UnregisterPlayerCompleteDelegate the delegate to use for notifications

ClearWriteProfileSettingsCompleteDelegate Source code

function ClearWriteProfileSettingsCompleteDelegate ( byte LocalUserNum,delegate<OnWriteProfileSettingsComplete> WriteProfileSettingsCompleteDelegate) )
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

CreateOnlineGame Source code

native function bool CreateOnlineGame ( byte HostingPlayerNum,OnlineGameSettings NewGameSettings )
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

DeleteMessage Source code

function bool DeleteMessage ( byte LocalUserNum,int MessageIndex )
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

DenyFriendInvite Source code

function bool DenyFriendInvite ( 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

DestroyOnlineGame Source code

native function bool DestroyOnlineGame ( )
Destroys the current online game
@return true if successful destroying the session, false otherwsie

EndOnlineGame Source code

native function bool EndOnlineGame ( )
Marks an online game as having been ended
@return true if the call succeeds, false otherwise

FindOnlineGames Source code

native function bool FindOnlineGames ( byte SearchingPlayerNum,OnlineGameSearch SearchSettings )
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

FlushOnlineStats Source code

native function bool FlushOnlineStats ( )
Commits any changes in the online stats cache to the permanent storage
@return TRUE if the call is successful, FALSE otherwise

FreeSearchResults Source code

native function bool FreeSearchResults ( optional OnlineGameSearch Search )
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

FreeStats Source code

native function FreeStats ( OnlineStatsRead StatsRead )
Cleans up any platform specific allocated data contained in the stats data
@param StatsRead the object to handle per platform clean up on

GetArbitratedPlayers Source code

function array<OnlineArbitrationRegistrant> GetArbitratedPlayers ( ) )
Returns the list of arbitrated players for the arbitrated session

GetAvailableDownloadCounts Source code

function GetAvailableDownloadCounts ( byte LocalUserNum,out int NewDownloads,out int TotalDownloads) )
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

GetClientStatGuid Source code

function string GetClientStatGuid ( )
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

GetContentList Source code

native function EOnlineEnumerationReadState GetContentList ( byte LocalUserNum, out array<OnlineContent> ContentList )
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

GetDeviceSelectionResults Source code

native function int GetDeviceSelectionResults ( byte LocalPlayerNum,out string DeviceName )
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

GetFriendMessages Source code

function GetFriendMessages ( byte LocalUserNum,out array<OnlineFriendMessage> FriendMessages )
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

GetFriendsList Source code

native function EOnlineEnumerationReadState GetFriendsList ( byte LocalUserNum,out array<OnlineFriend> Friends,optional int Count,optional int StartingAt )
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

GetGameSearch Source code

function OnlineGameSearch GetGameSearch ( ) )
Returns the currently set game search object

GetGameSettings Source code

function OnlineGameSettings GetGameSettings ( ) )
Returns the currently set game settings

GetHostStatGuid Source code

function string GetHostStatGuid ( )
Reads the host's stat guid for synching up stats. Only valid on the host.
@return the host's stat guid

GetKeyboardInputResults Source code

function string GetKeyboardInputResults ( out byte bWasCanceled) )
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

GetLoginStatus Source code

native function ELoginStatus GetLoginStatus ( byte LocalUserNum )
Fetches the login status for a given player
@param LocalUserNum the controller number of the associated user
@return the enum value of their status

GetNATType Source code

native function ENATType GetNATType ( )
Determines the NAT type the player is using

GetNetworkNotificationPosition Source code

function ENetworkNotificationPosition GetNetworkNotificationPosition ( ) )
Determines the current notification position setting

GetOnlineGameState Source code

function EOnlineGameState GetOnlineGameState ( ) )
Returns the current state of the online game

GetPlayerNickname Source code

native function string GetPlayerNickname ( byte LocalUserNum )
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

GetProfileSettings Source code

function OnlineProfileSettings GetProfileSettings ( byte LocalUserNum) )
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

GetRecognitionResults Source code

native function bool GetRecognitionResults ( byte LocalUserNum,out array<SpeechRecognizedWord> Words )
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

GetResolvedConnectString Source code

native function bool GetResolvedConnectString ( out string ConnectInfo )
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

GetUniquePlayerId Source code

native function bool GetUniquePlayerId ( byte LocalUserNum,out UniqueNetId PlayerId )
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

HasLinkConnection Source code

native function bool HasLinkConnection ( )
Determines if the ethernet link is connected or not

Init Source code

native event bool Init ( )
Called from engine start up code to allow the subsystem to initialize
@return TRUE if the initialization was successful, FALSE otherwise

IsControllerConnected Source code

native function bool IsControllerConnected ( int ControllerId )
Determines if the specified controller is connected or not
@param ControllerId the controller to query
@return true if connected, false otherwise

IsDeviceValid Source code

native function bool IsDeviceValid ( int DeviceId )
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

IsFriend Source code

native function bool IsFriend ( byte LocalUserNum,UniqueNetId PlayerId )
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

IsHeadsetPresent Source code

native function bool IsHeadsetPresent ( byte LocalUserNum )
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

IsLocalPlayerTalking Source code

native function bool IsLocalPlayerTalking ( byte LocalUserNum )
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

IsMuted Source code

native function bool IsMuted ( byte LocalUserNum,UniqueNetId PlayerId )
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

IsRemotePlayerTalking Source code

native function bool IsRemotePlayerTalking ( UniqueNetId PlayerId )
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

JoinFriendGame Source code

native function bool JoinFriendGame ( byte LocalUserNum,UniqueNetId Friend )
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

JoinOnlineGame Source code

native function bool JoinOnlineGame ( byte PlayerNum,const out OnlineGameSearchResult DesiredGame )
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

Login Source code

native function bool Login ( byte LocalUserNum,string LoginName,string Password,optional bool bWantsLocalOnly )
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

Logout Source code

native function bool Logout ( byte LocalUserNum )
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

MulticastReadOnlineStatsComplete Source code

function MulticastReadOnlineStatsComplete ( bool bWasSuccessful) )
Local version of the delegate that sends to the array of subscribers
@param bWasSuccessful whether the call completed or not

MuteAll Source code

function bool MuteAll ( byte LocalUserNum,bool bAllowFriends )
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

MuteRemoteTalker Source code

native function bool MuteRemoteTalker ( byte LocalUserNum,UniqueNetId PlayerId )
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

QueryAvailableDownloads Source code

native function bool QueryAvailableDownloads ( byte LocalUserNum )
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

ReadContentList Source code

native function bool ReadContentList ( byte LocalUserNum )
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

ReadFriendsList Source code

native function bool ReadFriendsList ( byte LocalUserNum,optional int Count,optional int StartingAt )
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

ReadOnlineStats Source code

native function bool ReadOnlineStats ( const out array<UniqueNetId> Players,OnlineStatsRead StatsRead )
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

ReadOnlineStatsByRank Source code

native function bool ReadOnlineStatsByRank ( OnlineStatsRead StatsRead,optional int StartIndex = 1,optional int NumToRead = 100 )
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

ReadOnlineStatsByRankAroundPlayer Source code

native function bool ReadOnlineStatsByRankAroundPlayer ( byte LocalUserNum,OnlineStatsRead StatsRead,optional int NumRows = 10 )
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

ReadOnlineStatsForFriends Source code

native function bool ReadOnlineStatsForFriends ( byte LocalUserNum,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

ReadProfileSettings Source code

native function bool ReadProfileSettings ( byte LocalUserNum,OnlineProfileSettings ProfileSettings )
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

RecalculateSkillRating Source code

native function bool RecalculateSkillRating ( const out array<UniqueNetId> Players )
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

RegisterForArbitration Source code

native function bool RegisterForArbitration ( )
Tells the game to register with the underlying arbitration server if available

RegisterHostStatGuid Source code

function bool RegisterHostStatGuid ( const out string HostStatGuid )
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

RegisterLocalTalker Source code

native function bool RegisterLocalTalker ( byte LocalUserNum )
Registers the user as a talker
@param LocalUserNum the local player index that is a talker
@return TRUE if the call succeeded, FALSE otherwise

RegisterPlayer Source code

native function bool RegisterPlayer ( UniqueNetId PlayerId,bool bWasInvited )
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

RegisterRemoteTalker Source code

native function bool RegisterRemoteTalker ( UniqueNetId PlayerId )
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

RegisterStatGuid Source code

function bool RegisterStatGuid ( UniqueNetId PlayerId,const out string ClientStatGuid )
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

RemoveFriend Source code

function bool RemoveFriend ( byte LocalUserNum,UniqueNetId FormerFriend) )
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

SelectVocabulary Source code

native function bool SelectVocabulary ( byte LocalUserNum,int VocabularyId )
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

SendGameInviteToFriend Source code

native function bool SendGameInviteToFriend ( byte LocalUserNum,UniqueNetId Friend,optional string Text )
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

SendGameInviteToFriends Source code

native function bool SendGameInviteToFriends ( byte LocalUserNum,array<UniqueNetId> Friends,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

SendMessageToFriend Source code

native function bool SendMessageToFriend ( byte LocalUserNum,UniqueNetId Friend,string Message )
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

SetNetworkNotificationPosition Source code

native function SetNetworkNotificationPosition ( ENetworkNotificationPosition NewPos )
Sets a new position for the network notification icons/images
@param NewPos the new location to use

SetOnlineStatus Source code

native function SetOnlineStatus ( byte LocalUserNum,int PresenceMode, const out array<LocalizedStringSetting> LocalizedStringSettings, const out array<SettingsProperty> Properties )
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

SetRemoteTalkerPriority Source code

native function bool SetRemoteTalkerPriority ( byte LocalUserNum,UniqueNetId PlayerId,int Priority )
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

SetSpeechRecognitionObject Source code

native function bool SetSpeechRecognitionObject ( byte LocalUserNum,SpeechRecognition SpeechRecogObj )
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

ShowAchievementsUI Source code

native function bool ShowAchievementsUI ( 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

ShowContentMarketplaceUI Source code

native function bool ShowContentMarketplaceUI ( byte LocalUserNum )
Displays the marketplace UI for content
@param LocalUserNum the local user viewing available content

ShowDeviceSelectionUI Source code

native function bool ShowDeviceSelectionUI ( byte LocalUserNum,int SizeNeeded,bool bForceShowUI = false )
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

ShowFeedbackUI Source code

native function bool ShowFeedbackUI ( byte LocalUserNum,UniqueNetId PlayerId )
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

ShowFriendsInviteUI Source code

native function bool ShowFriendsInviteUI ( byte LocalUserNum,UniqueNetId PlayerId )
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

ShowFriendsUI Source code

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

ShowGamerCardUI Source code

native function bool ShowGamerCardUI ( 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

ShowInviteUI Source code

native function bool ShowInviteUI ( byte LocalUserNum,optional string InviteText )
Displays the invite ui
@param LocalUserNum the local user sending the invite
@param InviteText the string to prefill the UI with

ShowKeyboardUI Source code

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 )
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

ShowLoginUI Source code

native function bool ShowLoginUI ( optional bool bShowOnlineOnly = false )
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

ShowMembershipMarketplaceUI Source code

native function bool ShowMembershipMarketplaceUI ( byte LocalUserNum )
Displays the marketplace UI for memberships
@param LocalUserNum the local user viewing available memberships

ShowMessagesUI Source code

native function bool ShowMessagesUI ( byte LocalUserNum )
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

ShowPlayersUI Source code

native function bool ShowPlayersUI ( 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

StartNetworkedVoice Source code

native function StartNetworkedVoice ( byte LocalUserNum )
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

StartOnlineGame Source code

native function bool StartOnlineGame ( )
Marks an online game as in progress (as opposed to being in lobby)
@return true if the call succeeds, false otherwise

StartSpeechRecognition Source code

native function bool StartSpeechRecognition ( 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

StopNetworkedVoice Source code

native function StopNetworkedVoice ( 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

StopSpeechRecognition Source code

native function bool StopSpeechRecognition ( 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

UnlockAchievement Source code

native function bool UnlockAchievement ( byte LocalUserNum,int AchievementId )
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

UnlockGamerPicture Source code

native function bool UnlockGamerPicture ( byte LocalUserNum,int PictureId )
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

UnmuteAll Source code

function bool UnmuteAll ( byte LocalUserNum )
Allows all speakers to send voice
@param LocalUserNum the local user that is making the change

UnmuteRemoteTalker Source code

native function bool UnmuteRemoteTalker ( 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

UnregisterLocalTalker Source code

native function bool UnregisterLocalTalker ( 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

UnregisterPlayer Source code

native function bool UnregisterPlayer ( UniqueNetId PlayerId )
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

UnregisterRemoteTalker Source code

native function bool UnregisterRemoteTalker ( 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

UpdateOnlineGame Source code

native function bool UpdateOnlineGame ( OnlineGameSettings UpdatedGameSettings )
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

WriteOnlinePlayerScores Source code

native function bool WriteOnlinePlayerScores ( const out array<OnlinePlayerScore> PlayerScores )
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

WriteOnlineStats Source code

native function bool WriteOnlineStats ( UniqueNetId Player,OnlineStatsWrite StatsWrite )
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

WriteProfileSettings Source code

native function bool WriteProfileSettings ( byte LocalUserNum,OnlineProfileSettings ProfileSettings )
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


Defaultproperties

defaultproperties
{
   LiveSystemLinkPort=14000
   LanAnnouncePort=14001
   Name="Default__OnlineSubsystemLive"
   ObjectArchetype=OnlineSubsystemCommonImpl'IpDrv.Default__OnlineSubsystemCommonImpl'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: Mon 26/11/2007 17:41:02.843 - Created with UnCodeX