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// Fill out your copyright notice in the Description page of Project Settings.
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#include "SessionListWidget.h"
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#include "../SessionsGameInstanceSubsystem.h"
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#include "Components/VerticalBox.h"
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#include "SessionListEntryWidget.h"
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#include "Components/Button.h"
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#include "Kismet/GameplayStatics.h"
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void USessionListWidget::NativeConstruct() {
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Super::NativeConstruct();
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RefreshListButton->OnClicked.AddDynamic(
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this, &ThisClass::OnRefreshListButtonClicked);
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// ConnectToSelectedSessionButton->OnClicked.AddDynamic(
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// this, &ThisClass::ConnectToFirstSession);
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const auto MyGameInstanceSubsystem = GetMyGameSubsystem();
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MyGameInstanceSubsystem->OnFindSessionsCompleteEvent.AddUObject(
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this, &ThisClass::RefreshList);
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MyGameInstanceSubsystem->OnJoinSessionCompleteEvent.AddUObject(
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this, &ThisClass::OnJoinSessionSuccess);
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// Ensure we have left any session
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GetMyGameSubsystem()->DestroySession();
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// Initiate search
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MyGameInstanceSubsystem->FindSessions(10, true);
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}
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void USessionListWidget::RefreshList(
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const TArray<FOnlineSessionSearchResult> &SessionResults,
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bool bSuccessful) {
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if (!bSuccessful) {
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UE_LOG(LogTemp, Error, TEXT("Find sessions FAILED!!!!"));
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// TODO: Mark find sessions error
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return;
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}
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SessionListBox->ClearChildren();
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for (const auto &Session : SessionResults) {
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auto *ItemWidget = CreateWidget<USessionListEntryWidget>(
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this, EntryClass);
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ItemWidget->Update(SessionListBox->GetChildrenCount(), Session);
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SessionListBox->AddChild(ItemWidget);
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}
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}
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void USessionListWidget::OnRefreshListButtonClicked() {
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// TODO: Show that we started searching...
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// Initiate search
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SessionListBox->ClearChildren();
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GetMyGameSubsystem()->FindSessions(10, true);
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}
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// void USessionListWidget::ConnectToFirstSession() {
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// GetMyGameSubsystem()->JoinSession(0);
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// }
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void USessionListWidget::OnJoinSessionSuccess(
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EOnJoinSessionCompleteResult::Type Result) {
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if (Result != EOnJoinSessionCompleteResult::Success) {
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UE_LOG(LogTemp, Error, TEXT("Failed to connect to session!!"));
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return;
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}
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if (!GetMyGameSubsystem()->TryConnectToCurrentSession()) {
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UE_LOG(LogTemp, Error, TEXT("Failed to travel client to session!!"));
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return;
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}
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UE_LOG(LogTemp, Display, TEXT("Connected and travelled to session!!!"));
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}
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USessionsGameInstanceSubsystem *
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USessionListWidget::GetMyGameSubsystem() const {
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const UGameInstance *GameInstance = UGameplayStatics::GetGameInstance(
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GetWorld());
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USessionsGameInstanceSubsystem *GameInstanceSubsystem = GameInstance->
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GetSubsystem<USessionsGameInstanceSubsystem>();
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return GameInstanceSubsystem;
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}
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