238 lines
8.7 KiB
C++
238 lines
8.7 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Online.h"
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#include "Engine/Core/Types/Span.h"
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#include "Engine/Core/Types/String.h"
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#include "Engine/Core/Types/DateTime.h"
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/// <summary>
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/// Online platform user presence common states.
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/// </summary>
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API_ENUM(Namespace="FlaxEngine.Online") enum class OnlinePresenceStates
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{
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/// <summary>
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/// User is offline.
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/// </summary>
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Offline = 0,
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/// <summary>
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/// User is online.
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/// </summary>
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Online,
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/// <summary>
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/// User is online but busy.
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/// </summary>
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Busy,
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/// <summary>
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/// User is online but away (no activity for some time).
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/// </summary>
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Away,
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};
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/// <summary>
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/// Online platform user description.
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/// </summary>
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API_STRUCT(Namespace="FlaxEngine.Online") struct FLAXENGINE_API OnlineUser
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{
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DECLARE_SCRIPTING_TYPE_MINIMAL(OnlineUser);
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/// <summary>
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/// Unique player identifier. Specific for a certain online platform.
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/// </summary>
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API_FIELD() Guid Id;
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/// <summary>
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/// The player name.
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/// </summary>
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API_FIELD() String Name;
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/// <summary>
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/// The current player presence state.
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/// </summary>
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API_FIELD() OnlinePresenceStates PresenceState;
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};
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/// <summary>
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/// Online platform achievement description.
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/// </summary>
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API_STRUCT(Namespace="FlaxEngine.Online") struct FLAXENGINE_API OnlineAchievement
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{
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DECLARE_SCRIPTING_TYPE_MINIMAL(OnlineAchievement);
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/// <summary>
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/// Unique achievement identifier. Specific for a certain online platform.
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/// </summary>
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API_FIELD() String Identifier;
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/// <summary>
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/// Achievement name. Specific for a game.
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/// </summary>
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API_FIELD() String Name;
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/// <summary>
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/// The achievement title text.
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/// </summary>
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API_FIELD() String Title;
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/// <summary>
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/// The achievement description text.
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/// </summary>
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API_FIELD() String Description;
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/// <summary>
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/// True if achievement is hidden from user (eg. can see it once it's unlocked).
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/// </summary>
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API_FIELD() bool IsHidden = false;
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/// <summary>
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/// Achievement unlock percentage progress (normalized to 0-100 range).
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/// </summary>
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API_FIELD() float Progress = 0.0f;
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/// <summary>
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/// Date and time at which player unlocked the achievement.
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/// </summary>
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API_FIELD() DateTime UnlockTime = DateTime::MinValue();
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};
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/// <summary>
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/// Interface for online platform providers for communicating with various multiplayer services such as player info, achievements, game lobby or in-game store.
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/// </summary>
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API_INTERFACE(Namespace="FlaxEngine.Online") class FLAXENGINE_API IOnlinePlatform
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{
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DECLARE_SCRIPTING_TYPE_MINIMAL(IOnlinePlatform);
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/// <summary>
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/// Finalizes an instance of the <see cref="IOnlinePlatform"/> class.
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/// </summary>
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virtual ~IOnlinePlatform() = default;
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/// <summary>
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/// Initializes the online platform services.
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/// </summary>
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/// <remarks>Called only by Online system.</remarks>
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/// <returns>True if failed, otherwise false.</returns>
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API_FUNCTION() virtual bool Initialize() = 0;
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/// <summary>
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/// Shutdowns the online platform services.
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/// </summary>
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/// <remarks>Called only by Online system. Can be used to destroy the object.</remarks>
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API_FUNCTION() virtual void Deinitialize() = 0;
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public:
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/// <summary>
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/// Logins the local user into the online platform.
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/// </summary>
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/// <param name="localUser">The local user (null if use default one).</param>
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/// <returns>True if failed, otherwise false.</returns>
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API_FUNCTION() virtual bool UserLogin(User* localUser = nullptr) = 0;
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/// <summary>
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/// Logout the local user from the online platform.
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/// </summary>
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/// <param name="localUser">The local user (null if use default one).</param>
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/// <returns>True if failed, otherwise false.</returns>
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API_FUNCTION() virtual bool UserLogout(User* localUser = nullptr) = 0;
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/// <summary>
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/// Checks if the local user is logged in.
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/// </summary>
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/// <param name="localUser">The local user (null if use default one).</param>
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/// <returns>True if user is logged, otherwise false.</returns>
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API_FUNCTION() virtual bool GetUserLoggedIn(User* localUser = nullptr) = 0;
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/// <summary>
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/// Gets the player from the online platform.
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/// </summary>
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/// <param name="user">The local player user info.</param>
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/// <param name="localUser">The local user (null if use default one).</param>
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/// <returns>True if failed, otherwise false.</returns>
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API_FUNCTION() virtual bool GetUser(API_PARAM(Out) OnlineUser& user, User* localUser = nullptr) = 0;
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/// <summary>
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/// Gets the list of friends of the user from the online platform.
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/// </summary>
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/// <param name="friends">The result local player friends user infos.</param>
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/// <param name="localUser">The local user (null if use default one).</param>
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/// <returns>True if failed, otherwise false.</returns>
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API_FUNCTION() virtual bool GetFriends(API_PARAM(Out) Array<OnlineUser, HeapAllocation>& friends, User* localUser = nullptr) = 0;
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public:
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/// <summary>
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/// Gets the list of all achievements for this game.
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/// </summary>
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/// <param name="achievements">The result achievements list</param>
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/// <param name="localUser">The local user (null if use default one).</param>
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/// <returns>True if failed, otherwise false.</returns>
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API_FUNCTION() virtual bool GetAchievements(API_PARAM(Out) Array<OnlineAchievement, HeapAllocation>& achievements, User* localUser = nullptr) = 0;
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/// <summary>
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/// Unlocks the achievement.
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/// </summary>
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/// <param name="name">The achievement name. Specific for a game.</param>
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/// <param name="localUser">The local user (null if use default one).</param>
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/// <returns>True if failed, otherwise false.</returns>
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API_FUNCTION() virtual bool UnlockAchievement(const StringView& name, User* localUser = nullptr) = 0;
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/// <summary>
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/// Updates the achievement unlocking progress (in range 0-100).
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/// </summary>
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/// <param name="name">The achievement name. Specific for a game.</param>
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/// <param name="progress">The achievement unlock progress (in range 0-100).</param>
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/// <param name="localUser">The local user (null if use default one).</param>
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/// <returns>True if failed, otherwise false.</returns>
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API_FUNCTION() virtual bool UnlockAchievementProgress(const StringView& name, float progress, User* localUser = nullptr) = 0;
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#if !BUILD_RELEASE
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/// <summary>
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/// Resets the all achievements progress for this game.
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/// </summary>
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/// <param name="localUser">The local user (null if use default one).</param>
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/// <returns>True if failed, otherwise false.</returns>
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API_FUNCTION() virtual bool ResetAchievements(User* localUser = nullptr) = 0;
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#endif
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public:
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/// <summary>
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/// Gets the online statistical value.
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/// </summary>
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/// <param name="name">The stat name.</param>
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/// <param name="value">The result value.</param>
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/// <param name="localUser">The local user (null if use default one).</param>
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/// <returns>True if failed, otherwise false.</returns>
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API_FUNCTION() virtual bool GetStat(const StringView& name, API_PARAM(Out) float& value, User* localUser = nullptr) = 0;
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/// <summary>
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/// Sets the online statistical value.
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/// </summary>
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/// <param name="name">The stat name.</param>
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/// <param name="value">The value.</param>
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/// <param name="localUser">The local user (null if use default one).</param>
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/// <returns>True if failed, otherwise false.</returns>
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API_FUNCTION() virtual bool SetStat(const StringView& name, float value, User* localUser = nullptr) = 0;
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public:
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/// <summary>
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/// Gets the online savegame data. Returns empty if savegame slot is unused.
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/// </summary>
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/// <param name="name">The savegame slot name.</param>
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/// <param name="data">The result data. Empty or null for unused slot name.</param>
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/// <param name="localUser">The local user (null if use default one).</param>
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/// <returns>True if failed, otherwise false.</returns>
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API_FUNCTION() virtual bool GetSaveGame(const StringView& name, API_PARAM(Out) Array<byte, HeapAllocation>& data, User* localUser = nullptr) = 0;
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/// <summary>
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/// Sets the online savegame data.
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/// </summary>
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/// <param name="name">The savegame slot name.</param>
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/// <param name="data">The data. Empty or null to delete slot (or mark as unused).</param>
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/// <param name="localUser">The local user (null if use default one).</param>
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/// <returns>True if failed, otherwise false.</returns>
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API_FUNCTION() virtual bool SetSaveGame(const StringView& name, const Span<byte>& data, User* localUser = nullptr) = 0;
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};
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