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A beacon host used for taking reservations for an existing game session
| Name | APartyBeaconHost |
| Type | class |
| Header File | /Engine/Plugins/Online/OnlineSubsystemUtils/Source/OnlineSubsystemUtils/Public/PartyBeaconHost.h |
| Include Path | #include "PartyBeaconHost.h" |
Syntax
UCLASS (MinimalAPI, Transient, NotPlaceable, Config=Engine)
class APartyBeaconHost : public AOnlineBeaconHostObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AOnlineBeaconHostObject → APartyBeaconHost
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
APartyBeaconHost
(
const FObjectInitializer& ObjectInitializer |
PartyBeaconHost.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EPartyReservationResult::Type AddPartyReservation
(
const FPartyReservation& ReservationRequest |
Attempts to add a party reservation to the beacon | PartyBeaconHost.h | |
virtual bool ChangeTeam
(
const FUniqueNetIdRepl& PartyLeader, |
Place a party on a new team, party must fit and team must exist | PartyBeaconHost.h | |
virtual void DumpReservations() |
Output current state of reservations to log | PartyBeaconHost.h | |
virtual int32 GetMaxAvailableTeamSize() |
Determine the maximum team size that can be accommodated based on the current reservation slots occupied. | PartyBeaconHost.h | |
virtual int32 GetMaxPlayersPerTeam() |
Get the max number of players per team | PartyBeaconHost.h | |
virtual int32 GetMaxReservations() |
Get the maximum number of reservations allowed inside the beacon | PartyBeaconHost.h | |
virtual int32 GetNumConsumedReservations() |
Get the number of reservations actually used/consumed across all parties inside the beacon | PartyBeaconHost.h | |
int32 GetNumPlayersOnTeam
(
int32 TeamIdx |
Get the number of players on a team across all existing reservations | PartyBeaconHost.h | |
int32 GetNumTeams() |
Get the number of teams. | PartyBeaconHost.h | |
bool GetPartyLeader
(
const FUniqueNetIdRepl& InPartyMemberId, |
Get the party leader for a given unique id | PartyBeaconHost.h | |
int32 GetPlayersOnTeam
(
int32 TeamIndex, |
Get all the known players on a given team | PartyBeaconHost.h | |
virtual bool GetPlayerValidation
(
const FUniqueNetId& PlayerId, |
Obtain player validation string from party reservation entry | PartyBeaconHost.h | |
virtual int32 GetReservationCount() |
Get the current reservation count inside the beacon NOTE: This is NOT the same as the number of consumed reservations across all parties, just the total number of reservations! | PartyBeaconHost.h | |
virtual int32 GetReservationPlatformCount
(
const FString& InPlatform, |
Get a count of all players for a given platform | PartyBeaconHost.h | |
virtual float GetSessionTimeoutSecs
(
const FUniqueNetIdRepl& PlayerId |
Get the session timeout value to use for the target player | PartyBeaconHost.h | |
UPartyBeaconState * GetState() |
PartyBeaconHost.h | ||
int32 GetTeamForCurrentPlayer
(
const FUniqueNetId& PlayerId |
Finds the current team assignment of the given player net id. | PartyBeaconHost.h | |
virtual void HandlePlayerLogout
(
const FUniqueNetIdRepl& PlayerId |
Notify the beacon of a player logout | PartyBeaconHost.h | |
virtual bool HasCrossplayOptOutReservation() |
Crossplay | PartyBeaconHost.h | |
virtual bool InitFromBeaconState
(
UPartyBeaconState* PrevState |
Initialize the party host beacon from a previous state/configuration all existing reservations and configuration values are preserved | PartyBeaconHost.h | |
virtual bool InitHostBeacon
(
int32 InTeamCount, |
Initialize the party host beacon | PartyBeaconHost.h | |
virtual bool IsPlayerActive
(
const FUniqueNetIdRepl& PlayerId |
PartyBeaconHost.h | ||
bool IsValidationStrRequired() |
Do party members require validation strings. | PartyBeaconHost.h | |
FOnCancelationReceived & OnCancelationReceived() |
Delegate fired when a the beacon host cancels a reservation | PartyBeaconHost.h | |
FOnDuplicateReservation & OnDuplicateReservation() |
Delegate fired when a the beacon detects a duplicate reservation | PartyBeaconHost.h | |
FOnNewPlayerAdded & OnNewPlayerAdded() |
Delegate fired when the beacon host adds a new player | PartyBeaconHost.h | |
FOnReservationUpdate & OnReservationChanged() |
Delegate fired when a the beacon host detects a reservation addition/removal | PartyBeaconHost.h | |
FOnReservationUpdate & OnReservationsFull() |
Delegate fired when a the beacon host detects that all reservations are full | PartyBeaconHost.h | |
FOnValidatePlayers & OnValidatePlayers() |
Delegate called when the beacon gets any request, allowing the owner to validate players at a higher level (bans,etc) | PartyBeaconHost.h | |
virtual bool PlayerHasReservation
(
const FUniqueNetId& PlayerId |
Does a given player id have an existing reservation | PartyBeaconHost.h | |
virtual void ProcessCancelReservationRequest
(
APartyBeaconClient* Client, |
Handle a reservation cancellation request received from an incoming client | PartyBeaconHost.h | |
virtual void ProcessReservationAddOrUpdateRequest
(
APartyBeaconClient* Client, |
Handle a reservation add or update request depending on reservation existance received from an incoming client | PartyBeaconHost.h | |
virtual void ProcessReservationRequest
(
APartyBeaconClient* Client, |
Handle a reservation request received from an incoming client | PartyBeaconHost.h | |
virtual void ProcessReservationUpdateRequest
(
APartyBeaconClient* Client, |
Handle a reservation update request received from an incoming client | PartyBeaconHost.h | |
virtual bool ReconfigureTeamAndPlayerCount
(
int32 InNumTeams, |
Reconfigures the beacon for a different team/player count configuration Allows dedicated server to change beacon parameters after a playlist configuration has been made Does no real checking against current reservations because we assume the UI wouldn't let this party start a gametype if they were too big to fit on a team together | PartyBeaconHost.h | |
void RegisterAuthTicket
(
const FUniqueNetIdRepl& InPartyMemberId, |
Register user auth ticket with the reservation system Must have an existing reservation entry | PartyBeaconHost.h | |
virtual EPartyReservationResult::Type RemovePartyReservation
(
const FUniqueNetIdRepl& PartyLeader |
Attempts to remove a party reservation from the beacon | PartyBeaconHost.h | |
virtual void SetCompetitiveIntegrity
(
bool bNewCompetitiveIntegrity |
Competitive integrity represents how "fair" we need to keep the game. | PartyBeaconHost.h | |
virtual void SetTeamAssignmentMethod
(
FName NewAssignmentMethod |
Define the method for assignment new reservations to teams | PartyBeaconHost.h | |
virtual bool ShouldRespectCompetitiveIntegrity () |
Competitive integrity represents how "fair" we need to keep the game. | PartyBeaconHost.h | |
virtual bool SwapTeams
(
const FUniqueNetIdRepl& PartyLeader, |
Swap the parties between teams, parties must be of same size | PartyBeaconHost.h | |
virtual void UpdatePartyLeader
(
const FUniqueNetIdRepl& InPartyMemberId, |
Update party leader for a given player with the reservation beacon (needed when party leader leaves, reservation beacon is in a temp/bad state until someone updates this) | PartyBeaconHost.h | |
virtual EPartyReservationResult::Type UpdatePartyReservation
(
const FPartyReservation& ReservationUpdateRequest, |
Updates an existing party reservation on the beacon An existing reservation for this party leader must already exist | PartyBeaconHost.h |
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Tick
(
float DeltaTime |
PartyBeaconHost.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostInitProperties() |
PartyBeaconHost.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool DoesSessionMatch
(
const FString& SessionId |
Does the session match the one associated with this beacon | PartyBeaconHost.h | |
virtual TSubclassOf< UPartyBeaconState > GetPartyBeaconHostClass() |
PartyBeaconHost.h | ||
void NewPlayerAdded
(
const FPlayerReservation& NewPlayer |
Handle a newly added player | PartyBeaconHost.h | |
void NotifyReservationEventNextFrame
(
FOnReservationUpdate& ReservationEvent |
PartyBeaconHost.h | ||
void PlayerRemoved
(
const FPlayerReservation& RemovedPlayer |
Handle a newly removed player | PartyBeaconHost.h | |
void SendReservationUpdates() |
Update clients with current reservation information | PartyBeaconHost.h |