// Fill out your copyright notice in the Description page of Project Settings. #include "SessionListWidget.h" #include "../SessionsGameInstanceSubsystem.h" #include "Components/VerticalBox.h" #include "SessionListEntryWidget.h" #include "Components/Button.h" #include "Kismet/GameplayStatics.h" void USessionListWidget::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); // Ensure we have left any session GetMyGameSubsystem()->DestroySession(); // Initiate search MyGameInstanceSubsystem->FindSessions(10, true); } void USessionListWidget::RefreshList( const TArray &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( this, EntryClass); ItemWidget->Update(SessionListBox->GetChildrenCount(), Session); SessionListBox->AddChild(ItemWidget); } } void USessionListWidget::OnRefreshListButtonClicked() { // TODO: Show that we started searching... // Initiate search SessionListBox->ClearChildren(); GetMyGameSubsystem()->FindSessions(10, true); } // void USessionListWidget::ConnectToFirstSession() { // GetMyGameSubsystem()->JoinSession(0); // } void USessionListWidget::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!!!")); } USessionsGameInstanceSubsystem * USessionListWidget::GetMyGameSubsystem() const { const UGameInstance *GameInstance = UGameplayStatics::GetGameInstance( GetWorld()); USessionsGameInstanceSubsystem *GameInstanceSubsystem = GameInstance-> GetSubsystem(); return GameInstanceSubsystem; }