merge errors fixed

pull/6/head
m4xxx1m 2 years ago
commit 024fb31ea1

Binary file not shown.

@ -3,6 +3,7 @@
#include "MyGameInstanceSubsystem.h"
#include "OnlineSubsystemUtils.h"
#include "Kismet/GameplayStatics.h"
UMyGameInstanceSubsystem::UMyGameInstanceSubsystem() : CreateSessionCompleteDelegate(
FOnCreateSessionCompleteDelegate::CreateUObject(
@ -45,7 +46,6 @@ void UMyGameInstanceSubsystem::CreateSession(int32 NumPublicConnections, bool bI
LastSessionSettings->bAllowJoinInProgress = true;
LastSessionSettings->bAllowJoinViaPresence = true;
LastSessionSettings->bAllowJoinViaPresenceFriendsOnly = true;
LastSessionSettings->bIsDedicated = false;
LastSessionSettings->bUsesPresence = true;
LastSessionSettings->bIsLANMatch = bIsLANMatch;
LastSessionSettings->bShouldAdvertise = true;
@ -147,8 +147,10 @@ void UMyGameInstanceSubsystem::OnStartSessionCompleted(FName SessionName, bool b
{
SessionInterface->ClearOnStartSessionCompleteDelegate_Handle(StartSessionCompleteDelegateHandle);
}
OnStartSessionCompleteEvent.Broadcast(bSuccessful);
// TODO: Move this from gameinstance subsystem. This should not be here.
UGameplayStatics::OpenLevel(GetWorld(),"BattleFieldMap", true, "listen");
}
@ -235,7 +237,7 @@ void UMyGameInstanceSubsystem::FindSessions(int32 MaxSearchResults, bool bIsLANQ
LastSessionSearch->bIsLanQuery = bIsLANQuery;
// Disable dedicated server search (maybe enable later, when dedicated server is implemented)
LastSessionSearch->QuerySettings.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
// LastSessionSearch->QuerySettings.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
const ULocalPlayer* LocalPlayer = GetWorld()->GetFirstLocalPlayerFromController();
if (!SessionInterface->FindSessions(*LocalPlayer->GetPreferredUniqueNetId(), LastSessionSearch.ToSharedRef()))
@ -286,6 +288,33 @@ void UMyGameInstanceSubsystem::JoinSession(const FOnlineSessionSearchResult& Ses
}
}
void UMyGameInstanceSubsystem::JoinSession(const int32 Index)
{
const IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(GetWorld());
if (!SessionInterface.IsValid())
{
OnJoinSessionCompleteEvent.Broadcast(EOnJoinSessionCompleteResult::UnknownError);
return;
}
if (!LastSessionSearch.IsValid() || Index >= LastSessionSearch->SearchResults.Num())
{
OnJoinSessionCompleteEvent.Broadcast(EOnJoinSessionCompleteResult::UnknownError);
return;
}
JoinSessionCompleteDelegateHandle = SessionInterface->AddOnJoinSessionCompleteDelegate_Handle(
JoinSessionCompleteDelegate);
const ULocalPlayer* LocalPlayer = GetWorld()->GetFirstLocalPlayerFromController();
if (!SessionInterface->JoinSession(*LocalPlayer->GetPreferredUniqueNetId(), NAME_GameSession,
LastSessionSearch->SearchResults[Index]))
{
SessionInterface->ClearOnJoinSessionCompleteDelegate_Handle(JoinSessionCompleteDelegateHandle);
OnJoinSessionCompleteEvent.Broadcast(EOnJoinSessionCompleteResult::UnknownError);
}
}
void UMyGameInstanceSubsystem::OnJoinSessionCompleted(FName SessionName, EOnJoinSessionCompleteResult::Type Result)
{

@ -48,6 +48,10 @@ public:
void JoinSession(const FOnlineSessionSearchResult& SessionSearchResult);
void JoinSession(const int32 Index);
bool TryConnectToCurrentSession() const;
FMyOnCreateSessionComplete OnCreateSessionCompleteEvent;
FMyOnUpdateSessionComplete OnUpdateSessionCompleteEvent;
FMyOnStartSessionCompete OnStartSessionCompleteEvent;
@ -71,8 +75,6 @@ protected:
void OnJoinSessionCompleted(FName SessionName, EOnJoinSessionCompleteResult::Type Result);
bool TryConnectToCurrentSession() const;
private:
FOnCreateSessionCompleteDelegate CreateSessionCompleteDelegate;
FDelegateHandle CreateSessionCompleteDelegateHandle;

@ -0,0 +1,35 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "MyMainMenu.h"
#include "Components/Button.h"
#include "Kismet/GameplayStatics.h"
void UMyMainMenu::NativeConstruct()
{
Super::NativeConstruct();
HostOnlineGameButton->OnClicked.AddDynamic(this, &ThisClass::UMyMainMenu::OnHostOnlineGameButtonClicked);
GetMyGameSubsystem()->OnCreateSessionCompleteEvent.AddDynamic(this, &ThisClass::StartSessionWhenCreatingSessonComplete);
}
void UMyMainMenu::OnHostOnlineGameButtonClicked()
{
GetMyGameSubsystem()->CreateSession(2, true);
}
void UMyMainMenu::StartSessionWhenCreatingSessonComplete(bool bSuccess)
{
GetMyGameSubsystem()->StartSession();
}
UMyGameInstanceSubsystem* UMyMainMenu::GetMyGameSubsystem() const
{
const UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(GetWorld());
UMyGameInstanceSubsystem* GameInstanceSubsystem = GameInstance->GetSubsystem<UMyGameInstanceSubsystem>();
return GameInstanceSubsystem;
}

@ -0,0 +1,34 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "MyGameInstanceSubsystem.h"
#include "MyMainMenu.generated.h"
/**
*
*/
UCLASS()
class TURNBASEDTUTORIAL_API UMyMainMenu : public UUserWidget
{
GENERATED_BODY()
public:
UPROPERTY(meta = (BindWidget))
class UButton* HostOnlineGameButton;
virtual void NativeConstruct() override;
protected:
UFUNCTION()
void OnHostOnlineGameButtonClicked();
UFUNCTION()
void StartSessionWhenCreatingSessonComplete(bool bSuccess);
private:
UMyGameInstanceSubsystem* GetMyGameSubsystem() const;
};

@ -0,0 +1,22 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "MySessionListEntryWidget.h"
#include "OnlineSessionSettings.h"
#include "Interfaces/OnlineSessionInterface.h"
#include "Components/TextBlock.h"
void UMySessionListEntryWidget::Update(int SessionIndex, const FOnlineSessionSearchResult& Session)
{
SessionId = SessionIndex;
IndexText->SetText(FText::AsNumber(SessionIndex + 1));
// TODO: SessionNameText->SetText(FText::FromString(Session.Session.SessionSettings.Get(...)))
SessionNameText->SetText(FText::FromString("Test session name"));
int MaxPlayerCount = Session.Session.SessionSettings.NumPublicConnections;
int CurPlayerCount = MaxPlayerCount - Session.Session.NumOpenPublicConnections;
PlayersCountText->SetText(FText::AsNumber(CurPlayerCount));
PingText->SetText(FText::AsNumber(Session.PingInMs));
}

@ -0,0 +1,35 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Interfaces/OnlineSessionInterface.h"
#include "Blueprint/UserWidget.h"
#include "MySessionListEntryWidget.generated.h"
/**
*
*/
UCLASS()
class TURNBASEDTUTORIAL_API UMySessionListEntryWidget : public UUserWidget
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(BindWidget))
class UTextBlock* IndexText;
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(BindWidget))
class UTextBlock* SessionNameText;
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(BindWidget))
class UTextBlock* PlayersCountText;
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(BindWidget))
class UTextBlock* PingText;
void Update(int SessionIndex, const FOnlineSessionSearchResult& Session);
int SessionId;
FString SessionName;
};

@ -0,0 +1,81 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "MySessionListWidget.h"
#include "MyGameInstanceSubsystem.h"
#include "Components/VerticalBox.h"
#include "MySessionListEntryWidget.h"
#include "Components/Button.h"
#include "Kismet/GameplayStatics.h"
void UMySessionListWidget::NativeConstruct()
{
Super::NativeConstruct();
RefreshListButton->OnClicked.AddDynamic(this, &ThisClass::OnRefreshListButtonClicked);
ConnectToSelectedSessionButton->OnClicked.AddDynamic(this, &ThisClass::ConnectToFirstSession);
const auto MyGameInstanceSubsystem = GetMyGameSubsystem();
MyGameInstanceSubsystem->OnFindSessionsCompleteEvent.AddUObject(this, &ThisClass::RefreshList);
MyGameInstanceSubsystem->OnJoinSessionCompleteEvent.AddUObject(this, &ThisClass::OnJoinSessionSuccess);
// Initiate search
MyGameInstanceSubsystem->FindSessions(10, true);
}
void UMySessionListWidget::RefreshList(const TArray<FOnlineSessionSearchResult>& SessionResults,
bool bSuccessful)
{
if (!bSuccessful)
{
UE_LOG(LogTemp, Error, TEXT("Find sessions FAILED!!!!"));
// TODO: Mark find sessions error
return;
}
SessionListBox->ClearChildren();
for (const auto &Session: SessionResults)
{
auto *ItemWidget = CreateWidget<UMySessionListEntryWidget>(this, EntryClass);
ItemWidget->Update(SessionListBox->GetChildrenCount(), Session);
SessionListBox->AddChild(ItemWidget);
}
}
void UMySessionListWidget::OnRefreshListButtonClicked()
{
// TODO: Show that we started searching...
// Initiate search
SessionListBox->ClearChildren();
GetMyGameSubsystem()->FindSessions(10, true);
}
void UMySessionListWidget::ConnectToFirstSession()
{
GetMyGameSubsystem()->JoinSession(0);
}
void UMySessionListWidget::OnJoinSessionSuccess(EOnJoinSessionCompleteResult::Type Result)
{
if (Result != EOnJoinSessionCompleteResult::Success)
{
UE_LOG(LogTemp, Error, TEXT("Failed to connect to session!!"));
return;
}
if (!GetMyGameSubsystem()->TryConnectToCurrentSession())
{
UE_LOG(LogTemp, Error, TEXT("Failed to travel client to session!!"));
return;
}
UE_LOG(LogTemp, Display, TEXT("Connected and travelled to session!!!"));
}
UMyGameInstanceSubsystem* UMySessionListWidget::GetMyGameSubsystem() const
{
const UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(GetWorld());
UMyGameInstanceSubsystem* GameInstanceSubsystem = GameInstance->GetSubsystem<UMyGameInstanceSubsystem>();
return GameInstanceSubsystem;
}

@ -0,0 +1,49 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "MyGameInstanceSubsystem.h"
#include "Blueprint/UserWidget.h"
#include "MySessionListWidget.generated.h"
/**
*
*/
UCLASS()
class TURNBASEDTUTORIAL_API UMySessionListWidget : public UUserWidget
{
GENERATED_BODY()
protected:
virtual void NativeConstruct() override;
UPROPERTY(meta = (BindWidget))
class UButton* ConnectToSelectedSessionButton;
UPROPERTY(meta = (BindWidget))
class UButton* GoBackToMainMenuButton;
UPROPERTY(meta = (BindWidget))
class UButton* RefreshListButton;
UPROPERTY(meta = (BindWidget))
class UVerticalBox* SessionListBox;
UPROPERTY(EditDefaultsOnly, Category="Session Info Class")
TSubclassOf<class UMySessionListEntryWidget> EntryClass;
void RefreshList(const TArray<FOnlineSessionSearchResult>& SessionResults, bool bSuccessful);
void OnJoinSessionSuccess(EOnJoinSessionCompleteResult::Type Result);
private:
UMyGameInstanceSubsystem* GetMyGameSubsystem() const;
UFUNCTION()
void OnRefreshListButtonClicked();
UFUNCTION()
void ConnectToFirstSession();
};
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