add
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@ -4,7 +4,7 @@
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GameDefaultMap=/Game/NewMap2.NewMap2
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EditorStartupMap=/Game/NewMap2.NewMap2
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GlobalDefaultGameMode=/Game/Blueprints/BP_My_GameMode.BP_My_GameMode_C
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GameInstanceClass=/AdvancedSessions/Plugins_BP_GameInstance.Plugins_BP_GameInstance_C
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GameInstanceClass=/Game/Blueprints/NewGameInstance.NewGameInstance_C
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[/Script/Engine.RendererSettings]
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r.AllowStaticLighting=False
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Content/Blueprints/NewGameInstance.uasset
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Content/Blueprints/NewGameInstance.uasset
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@ -0,0 +1,5 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "ChineseController.h"
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@ -29,7 +29,7 @@ void UChineseFriendsGameInstance::Shutdown()
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if (!SessionInterface.IsValid())
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{
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UChineseIdentityLibrary::SendTempMessage(this,TEXT("中文好友游戏实例:获取会话系统失败!"));
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GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("中文好友游戏实例:获取会话系统失败!"));
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//return;
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}
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else
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@ -51,7 +51,7 @@ void UChineseFriendsGameInstance::Shutdown()
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else
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{
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UChineseIdentityLibrary::SendTempMessage(this, TEXT("中文好友游戏实例:获取语音接口失败!"));
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GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("中文好友游戏实例:获取语音接口失败!"));
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}
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}
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@ -81,12 +81,12 @@ void UChineseFriendsGameInstance::Init()
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// 遍历本地玩家TArray只有在为其分配了玩家时才有效,大多数在线接口也不支持
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// 多次登录(例如:Steam)
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SessionInviteAcceptedDelegateHandle = SessionInterface->AddOnSessionUserInviteAcceptedDelegate_Handle(SessionInviteAcceptedDelegate);
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SessionInviteReceivedDelegateHandle = SessionInterface->AddOnSessionInviteReceivedDelegate_Handle(SessionInviteReceivedDelegate);
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}
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else
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{
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UChineseIdentityLibrary::SendTempMessage(this, TEXT("中文好友游戏实例:获取会话接口失败"));
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GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("中文好友游戏实例:获取会话接口失败"));
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//return;
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}
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@ -102,7 +102,7 @@ void UChineseFriendsGameInstance::Init()
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else
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{
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UChineseIdentityLibrary::SendTempMessage(this, TEXT("中文好友游戏实例:获取语音接口失败!"));
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GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("中文好友游戏实例:获取语音接口失败!"));
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}
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}
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@ -117,7 +117,7 @@ void UChineseFriendsGameInstance::Init()
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}
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else
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{
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UChineseIdentityLibrary::SendTempMessage(this, TEXT("中文好友游戏实例:获取身份接口失败!"));
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GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("中文好友游戏实例:获取身份接口失败!"));
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}
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@ -149,13 +149,14 @@ void UChineseFriendsGameInstance::OnPlayerLoginStatusChangedMaster(int32 PlayerN
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}
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else
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{
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UChineseIdentityLibrary::SendTempMessage(this, TEXT("中文好友游戏实例:在“玩家登录状态更改主机”中无法获取指定索引的控制器!"));
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GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("中文好友游戏实例:在“玩家登录状态更改主机”中无法获取指定索引的控制器!"));
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}
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}
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}
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void UChineseFriendsGameInstance::OnPlayerLoginChangedMaster(int32 PlayerNum)
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{
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GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("登录变更11111111111111"));
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OnPlayerLoginChanged(PlayerNum);
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if (bCallIdentityInterfaceEventsOnPlayerControllers)
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@ -172,13 +173,14 @@ void UChineseFriendsGameInstance::OnPlayerLoginChangedMaster(int32 PlayerNum)
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}
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else
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{
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UChineseIdentityLibrary::SendTempMessage(this, TEXT("中文好友游戏实例:在“玩家登录更改”中无法获取指定索引的控制器!"));
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GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("中文好友游戏实例:在“玩家登录更改”中无法获取指定索引的控制器!"));
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}
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}
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}
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void UChineseFriendsGameInstance::OnPlayerTalkingStateChangedMaster(TSharedRef<const FUniqueNetId> PlayerId, bool bIsTalking)
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{
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GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("玩家登录状态改变11111111111111"));
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FBPUniqueNetId PlayerTalking;
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PlayerTalking.SetUniqueNetId(PlayerId);
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OnPlayerTalkingStateChanged(PlayerTalking, bIsTalking);
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@ -201,7 +203,7 @@ void UChineseFriendsGameInstance::OnPlayerTalkingStateChangedMaster(TSharedRef<c
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}
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else
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{
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UChineseIdentityLibrary::SendTempMessage(this, TEXT("中文好友游戏实例:在“语音状态更改时”中无法获取指定索引的控制器!"));
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GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("中文好友游戏实例:在“语音状态更改时”中无法获取指定索引的控制器!"));
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}
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}
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}
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@ -209,6 +211,7 @@ void UChineseFriendsGameInstance::OnPlayerTalkingStateChangedMaster(TSharedRef<c
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void UChineseFriendsGameInstance::OnSessionInviteReceivedMaster(const FUniqueNetId & PersonInvited, const FUniqueNetId & PersonInviting, const FString& AppId, const FOnlineSessionSearchResult& SessionToJoin)
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{
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GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("收到邀请11111111111111"));
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if (SessionToJoin.IsValid())
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{
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FBlueprintSessionResult BluePrintResult;
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@ -246,22 +249,24 @@ void UChineseFriendsGameInstance::OnSessionInviteReceivedMaster(const FUniqueNet
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//Run the Event specific to the actor, if the actor has the interface, otherwise ignore
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if (Player->GetClass()->ImplementsInterface(UChineseFriendsInterface::StaticClass()))
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{
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GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("收到邀请·············"));
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IChineseFriendsInterface::Execute_OnSessionInviteReceived(Player, PInviting, BluePrintResult);
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}
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}
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else
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{
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UChineseIdentityLibrary::SendTempMessage(this, TEXT("中文好友游戏实例:在“收到会话邀请时”中无法获取指定索引的控制器!"));
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GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("中文好友游戏实例:在“收到会话邀请时”中无法获取指定索引的控制器!"));
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}
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}
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else
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{
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UChineseIdentityLibrary::SendTempMessage(this, TEXT("中文好友游戏实例:在“收到会话邀请时”中返回了一个错误的搜索结果!"));
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GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("中文好友游戏实例:在“收到会话邀请时”中返回了一个错误的搜索结果!"));
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}
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}
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void UChineseFriendsGameInstance::OnSessionInviteAcceptedMaster(const bool bWasSuccessful, int32 LocalPlayer, TSharedPtr<const FUniqueNetId> PersonInvited, const FOnlineSessionSearchResult& SessionToJoin)
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{
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GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("同意邀请11111111111111"));
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if (bWasSuccessful)
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{
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if (SessionToJoin.IsValid())
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@ -289,12 +294,12 @@ void UChineseFriendsGameInstance::OnSessionInviteAcceptedMaster(const bool bWasS
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}
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else
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{
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UChineseIdentityLibrary::SendTempMessage(this, TEXT("中文好友游戏实例:在“已接受会话邀请”中无法获取指定索引的控制器!"));
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GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("中文好友游戏实例:在“已接受会话邀请”中无法获取指定索引的控制器!"));
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}
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}
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else
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{
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UChineseIdentityLibrary::SendTempMessage(this, TEXT("中文好友游戏实例:在“已接受会话邀请”中返回了一个错误的搜索结果!"));
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GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("中文好友游戏实例:在“已接受会话邀请”中返回了一个错误的搜索结果!"));
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}
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}
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}
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@ -0,0 +1,19 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/PlayerController.h"
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#include "ChineseFriendsGameInstance.h"
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#include "ChineseController.generated.h"
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/**
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*
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*/
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UCLASS()
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class CHINESESESSIONS_API AChineseController : public APlayerController
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{
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GENERATED_BODY()
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};
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