| UObjectBase
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Module |
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Header |
/Engine/Plugins/Online/OnlineSubsystemUtils/Source/OnlineSubsystemUtils/Public/PartyBeaconState.h |
Include |
#include "PartyBeaconState.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, NotPlaceable, Config=Engine)
class UPartyBeaconState : public UObject
A beacon host used for taking reservations for an existing game session
Name | Description | ||
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bEnableRemovalRequests |
Process requests from clients to remove players from beacon |
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bRestrictCrossConsole |
Are multiple consoles types allowed to play together |
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ForceTeamNum |
Team that everyone is forced to in single team games |
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MaxReservations |
Maximum allowed reservations |
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NumConsumedReservations |
Number of currently consumed reservations |
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NumPlayersPerTeam |
Number of players on each team for balancing |
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NumTeams |
Number of teams in the game |
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PlatformCrossplayRestrictions |
Platform crossplay restrictions. |
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PlatformTypeMapping |
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PlayersPendingJoin |
Players that are expected to join shortly |
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Reservations |
Current reservations in the system |
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ReservedHostTeamNum |
Team that the host has been assigned to |
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SessionName |
Session tied to the beacon |
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TeamAssignmentMethod |
Team assignment method |
Name | Description | |
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UPartyBeaconState ( |
Name | Description | ||
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AddReservation ( |
Add a reservation to the beacon state, tries to assign a team |
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AreTeamsAvailable ( |
Determine if there are any teams that can fit the current party request. |
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BestFitTeamAssignmentJiggle() |
Arrange reservations to make the most room available on a single team allowing larger parties to fit into this session Since teams change, this shouldn't be used after the teams have been set in the game logic |
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ChangeTeam ( |
Place a party on a new team, party must fit and team must exist |
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CrossPlayAllowed ( |
Perform a cross play compatible check for the new reservation against existing reservations |
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DoesReservationFit ( |
Determine if this reservation fits all rules for fitting in the game |
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DumpReservations() |
Output current state of reservations to log |
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GetExistingReservation ( |
Get an existing reservation for a given party |
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GetExistingReservationContainingMember ( |
Get an existing reservation containing a given party member |
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GetMaxAvailableTeamSize() |
Determine the maximum team size that can be accommodated based on the current reservation slots occupied. |
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GetMaxPlayersPerTeam() |
Get the max number of players per team |
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GetMaxReservations() |
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GetNumConsumedReservations() |
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GetNumPlayersOnTeam ( |
Get the number of current players on a given team. |
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GetNumTeams() |
Get the number of teams. |
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GetPartyLeader ( |
Get the party leader for a given unique id |
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GetPlayersOnTeam ( |
Get all the known players on a given team |
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GetPlayerValidation ( |
Obtain player validation string from party reservation entry |
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GetRemainingReservations() |
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GetReservationCount() |
Get the current reservation count inside the beacon this is NOT the number of players in the game |
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GetReservationPlatformCount |
Get a count of all players for a given platform |
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GetReservations() |
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GetSessionName() |
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GetTeamAssignment ( |
Determine the team number for the given party reservation request. |
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GetTeamForCurrentPlayer ( |
Get the team index for a given player |
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HasCrossplayOptOutReservation() |
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InitState |
Initialize this state object |
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InitTeamArray() |
Randomly assign a team for the reservation configuring the beacon |
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IsBeaconFull() |
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PlayerHasReservation ( |
Does a given player id have an existing reservation |
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ReconfigureTeamAndPlayerCount |
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 |
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RegisterAuthTicket ( |
Register user auth ticket with the reservation system Must have an existing reservation entry |
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RemovePlayer ( |
Remove a single player from their party's reservation PlayerId player to remove |
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RemoveReservation ( |
Remove an entire reservation from this state object |
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SanityCheckReservations ( |
Check that our reservations are in a good state |
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SetTeamAssignmentMethod ( |
Define the method for assignment new reservations to teams |
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SwapTeams ( |
Swap the parties between teams, parties must be able to fit on other team after swap |
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UpdateMemberPlatform ( |
Updates the platform on an existing reservation (Used when MMS does not set a platform when handing out a match assignment) |
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UpdatePartyLeader ( |
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) |