| UObjectBase
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Module |
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Header |
/Engine/Plugins/Online/OnlineFramework/Source/Hotfix/Public/UpdateManager.h |
Include |
#include "UpdateManager.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine)
class UUpdateManager : public UObject
Update manager
Checks the system and/or backend for the possibility of a patch and hotfix Will not apply a hotfix if a pending patch is available Notifies the game of the result of the check
possibly requires UI to prevent user from playing if a patch is available
possibly requires UI to prevent user from player if a hotfix requires a reload of existing data
Name | Description | ||
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AppSuspendedUpdateCheckTimeSeconds |
If application is suspended longer than this, trigger an update check when resuming |
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bCheckHotfixAvailabilityOnly |
Is this run only checking and not applying |
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bInitialUpdateFinished |
Has the first update completed |
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bPlatformEnvironmentDetected |
True if we've already detected the backend environment |
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CurrentUpdateState |
Current state of the update |
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DeactivatedTime |
Time when application was deactivated |
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float |
HotfixAvailabilityCheckCompleteDelay |
Amount of time to wait between the internal hotfix availability check completing and advancing to the next stage |
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float |
HotfixCheckCompleteDelay |
Amount of time to wait between the internal hotfix check completing and advancing to the next stage |
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HotfixCompleteDelegateHandle |
Delegates to hotfix updates |
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HotfixProcessedFileDelegateHandle |
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HotfixProgressDelegateHandle |
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LastCompletionResult |
Last update check result (0:normal, 1:availability only) |
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LastHotfixResult |
Result of the last hotfix |
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LastPatchCheckResult |
Result of the last patch check |
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FDateTime[2] |
LastUpdateCheck |
Timestamp of last update check (0:normal, 1:availability only) |
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double |
LoadStartTime |
The time at which we started the initial load after updates completed |
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StartCheckInternalTimerHandle |
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TickerHandle |
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float |
UpdateCheckAvailabilityCompleteDelay |
Amount of time to wait at the end of the entire check before notifying listening entities (availability check only) |
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float |
UpdateCheckCompleteDelay |
Amount of time to wait at the end of the entire check before notifying listening entities |
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WorstNumFilesPendingLoadViewed |
What was the maximum number of pending async loads we've seen so far |
Name | Description | |
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UUpdateManager() |
Name | Description | |
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~UUpdateManager() |
Name | Description | ||
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CheckComplete ( |
Announce that the update check has completed |
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ChecksEnabled() |
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EnvironmentWantsPatchCheck() |
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EUpdateCompl... |
GetCompletionResult() |
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UGameInstanc... |
GetGameInstance() |
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THotfixManag... |
GetHotfixManager() |
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float |
GetLoadProgress() |
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GetUpdateState() |
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UWorld * |
GetWorld() |
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HasCompletedInitialUpdate() |
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HotfixAvailabilityCheckComplete ( |
Availability check complete |
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InitialPreloadComplete() |
Initial preload of assets is complete |
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InstallBundlePatchCheckComplete |
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IsActivelyUpdating() |
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IsBlockingForInitialLoadEnabled() |
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IsHotfixingEnabled() |
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IsUpdating() |
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OnApplicationHasReactivated() |
Called when application has been reactivated |
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OnApplicationWillDeactivate() |
Called when application is about to be deactivated |
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OnDetectPlatformEnvironmentComplete ( |
Callback when detecting platform environment completes |
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OnHotfixCheckComplete ( |
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OnHotfixProcessedFile |
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OnHotfixProgress |
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FOnUpdateChe... |
OnUpdateCheckComplete() |
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FOnUpdateHot... |
OnUpdateHotfixProcessedFile() |
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FOnUpdateHot... |
OnUpdateHotfixProgress() |
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FOnUpdateSta... |
OnUpdateStatusChanged() |
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PatchCheckComplete ( |
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RegisterDelegates() |
Register deactivate/reactivate delegates |
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Reset() |
Reset so you can call StartCheck again |
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SetPending() |
Put the update manager in a pending state so it can alert the game that a check is imminent |
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SetUpdateState ( |
Change the state of the update manager |
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StartCheck ( |
Start an patch and hotfix check |
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EUpdateStart... |
StartCheckInternal ( |
Internal call for StartCheck |
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StartHotfixAvailabilityCheck() |
Check for the availability of changed hotfix files only |
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StartHotfixCheck() |
Hotfix check |
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StartInitialPreload() |
Preload game assets after patch/hotfix check is complete but before game is alerted |
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StartPatchCheck() |
Patch check |
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StartPlatformEnvironmentCheck() |
Query for platform environment before continuing with hotfixing This configures the Mcp backend correctly |
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Tick ( |
Tick function during initial preload |
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UnregisterDelegates() |
Unregister deactivate/reactivate delegates |
Name |
Description |
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EUpdateStartResult |
Name |
Description |
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DelayCb |
Fire a delegate after a given amount of time |
Name | Description | ||
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bCheckOSSForUpdate |
Set [FPatchCheck::bCheckOSSForUpdate](API\Plugins\PatchCheck\FPatchCheck\bCheckOSSForUpdate) using section [PatchCheck] instead. |
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bCheckPlatformOSSForUpdate |
Set [FPatchCheck::bCheckPlatformOSSForUpdate](API\Plugins\PatchCheck\FPatchCheck\bCheckPlatformOSSForUpdate) using section [PatchCheck] instead. |