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API > API/Runtime > API/Runtime/CoreOnline > API/Runtime/CoreOnline/Online
References
| Module | CoreOnline |
| Header | /Engine/Source/Runtime/CoreOnline/Public/Online/CoreOnline.h |
| Include | #include "Online/CoreOnline.h" |
Syntax
namespace UE
{
namespace Online
{
enum EOnlineServices
&123;
Null,
Epic,
Xbox,
PSN,
Nintendo,
Reserved_5,
Steam,
Google,
GooglePlay,
Apple,
AppleGameKit,
Samsung,
Oculus,
Tencent,
Reserved_14,
Reserved_15,
Reserved_16,
Reserved_17,
Reserved_18,
Reserved_19,
Reserved_20,
Reserved_21,
Reserved_22,
Reserved_23,
Reserved_24,
Reserved_25,
Reserved_26,
Reserved_27,
GameDefined_0 = 28,
GameDefined_1,
GameDefined_2,
GameDefined_3,
None = 253,
Platform = 254,
Default = 255,
&125;
}
}
Values
| Name | Description |
|---|---|
| Null | Null, Providing minimal functionality when no backend services are required. |
| Epic | Epic Online Services. |
| Xbox | Xbox services. |
| PSN | PlayStation Network. |
| Nintendo | Nintendo. |
| Reserved_5 | Unused,. |
| Steam | Steam. |
| Google. | |
| GooglePlay | GooglePlay. |
| Apple | Apple. |
| AppleGameKit | GameKit. |
| Samsung | Samsung. |
| Oculus | Oculus. |
| Tencent | Tencent. |
| Reserved_14 | Reserved for future use/platform extensions. |
| Reserved_15 | |
| Reserved_16 | |
| Reserved_17 | |
| Reserved_18 | |
| Reserved_19 | |
| Reserved_20 | |
| Reserved_21 | |
| Reserved_22 | |
| Reserved_23 | |
| Reserved_24 | |
| Reserved_25 | |
| Reserved_26 | |
| Reserved_27 | |
| GameDefined_0 | For game specific Online Services. |
| GameDefined_1 | |
| GameDefined_2 | |
| GameDefined_3 | |
| None | None, used internally to resolve Platform or Default if they are not configured. |
| Platform | Platform native, may not exist for all platforms. |
| Default | Default, configured via ini, TODO: List specific ini section/key. |
Remarks
Serializes data in network byte order form into a buffer
this isn't actually used, but it allows files to only include this instead of both for ease-of-use BASIC USAGE The Delegate Adapter can be used in place of an FOn{Name}Delegate::CreateLambda call: Identity->GetAuthToken(LocalUserNum, FOnAuthTokenGetComplete::CreateLambdathis{ ... }); -> Identity->GetAuthToken(LocalUserNum, *MakeDelegateAdapter(this, this{ ... });
The second instance, in addition to being slightly shorter and easier to remember, will be a unique ptr (can MoveTemp into the closure) and also will automatically do a weak ptr validity check on "this"
The Delegate Adapter can also be used to bind to TDelegates: TDelegate
This is useful when you need to capture something non-copyable, e.g. a TPromise, as TDelegate's need to be copyable.
The lifetime of the adapter is a shared ptr attached to the input delegate and will live as long as that delegate is bound.
BASIC USAGE The multicast adapter maintains the same functionality as a delegate adapter Identity->OnLoginCompleteDelegate.BindLambda(this{...}) -> MakeMulticastAdapter(this, Identity->OnLoginComplete, this{...});
When this adapter unbinds itself depends on the return type of the lambda bound to it:
- void - the adapter will unbind itself after a single execution
- bool - the adapter will unbind itself when the lambda returns true, and will stay bound when it returns false.
The lifetime of the adapter is a shared ptr attached to the input delegate and will live as long as that delegate is bound.