ALobbyBeaconHost

Host object for maintaining a lobby before players actually join a server ready to receive them

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Inheritance Hierarchy

References

Module

Lobby

Header

/Engine/Plugins/Online/OnlineFramework/Source/Lobby/Public/LobbyBeaconHost.h

Include

#include "LobbyBeaconHost.h"

Syntax

UCLASS(Transient, Config=Engine)
class ALobbyBeaconHost : public AOnlineBeaconHostObject

Remarks

Host object for maintaining a lobby before players actually join a server ready to receive them

Variables

Name Description

Protected variable

friend

 

ALobbyBeaconClient

Protected variable UProperty

ALobbyBeaconSta...

 

LobbyState

Actor representing the state of the lobby (similar to AGameState)

Protected variable UProperty

TSoftClassPtr< ...

 

LobbyStateClass

Class to use for the lobby beacon state

Protected variable

FName

 

SessionName

Name of session this beacon is associated with

Constructors

Name Description

Public function

ALobbyBeaconHost

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Virtual

void

 

AdvertiseSessionJoinability

(
    const FJoinabilitySettings& Settin...
)

Tell all connected beacon clients about the current joinability settings

Public function Const

bool

 

DoesSessionMatch

(
    const FString& InSessionId
)

Does the session associated with the beacon match the incoming request

Public function Const

void

 

DumpState()

Output current state of beacon to log

Protected function Virtual

ALobbyBeacon...

 

HandlePlayerLogin

(
    ALobbyBeaconClient* ClientActo...,
    const FUniqueNetIdRepl& InUniqueId,
    const FString& Options
)

Handle a player logging in via the host beacon

Public function Virtual

void

 

HandlePlayerLogout

(
    const FUniqueNetIdRepl& InUniqueId
)

Handle a detected disconnect of an existing player on the server

Public function Virtual

bool

 

Init

(
    FName InSessionName
)

Initialize the lobby beacon, creating an object to maintain state

Public function

void

 

KickPlayer

(
    ALobbyBeaconClient* ClientActo...,
    const FText& KickReason
)

Actually kick a given player from the lobby

Protected function Virtual

void

 

PostLogin

(
    ALobbyBeaconClient* ClientActo...
)

Notification call that a new lobby connection has been successfully establish

Protected function Virtual

bool

 

PreLogin

(
    const FUniqueNetIdRepl& InUniqueId,
    const FString& Options
)

Protected function

void

 

ProcessDisconnect

(
    ALobbyBeaconClient* ClientActo...
)

Handle a request to disconnect a given client from the lobby beacon Notifies the owning beacon host to do its own cleanup

Protected function Virtual

bool

 

ProcessJoinServer

(
    ALobbyBeaconClient* ClientActo...
)

Handle a request from a client when they are actually joining the server (needed for keeping player around when lobby beacon disconnects)

Protected function Virtual

bool

 

ProcessKickPlayer

(
    ALobbyBeaconClient* Instigator,
    const FUniqueNetIdRepl& PlayerToKi...,
    const FText& Reason
)

Handle a request from a client to kick another player (may not succeed)

Protected function

void

 

ProcessLogin

(
    ALobbyBeaconClient* ClientActo...,
    const FString& InSessionId,
    const FUniqueNetIdRepl& InUniqueId,
    const FString& UrlString
)

Process the login for a given connection

Public function Virtual

void

 

SetupLobbyState

(
    int32 InMaxPlayers
)

Create the lobby game state and associate it with the game

Public function

void

 

UpdatePartyLeader

(
    const FUniqueNetIdRepl& PartyMembe...,
    const FUniqueNetIdRepl& NewPartyLe...
)

Update the party leader for a given player

Overridden from AOnlineBeaconHostObject

Name Description

Public function Virtual

void

 

NotifyClientDisconnected

(
    AOnlineBeaconClient* LeavingCl...
)

Notification that a client has been disconnected from the host in some way (timeout, client initiated, etc)