FOnlineSubsystemImpl

Inheritance Hierarchy

Syntax

class FOnlineSubsystemImpl : public IOnlineSubsystem

Remarks

FOnlineSubsystemImpl - common functionality to share across online platforms, not intended for direct use

Variables

Name Description

Protected variable

bool

 

bForceDedicated

Whether or not the online subsystem is in forced dedicated server mode

Protected variable

TArray < FNextTi ...

 

CurrentTickBuffer

Buffer to hold callbacks for the current tick (so it's safe to call ExecuteNextTick within a tick callback)

Protected variable

FName

 

InstanceName

Instance name (disambiguates PIE instances for example)

Protected variable

UNamedInterface ...

 

NamedInterfaces

Holds all currently named interfaces

Protected variable

TQueue < FNextTi ...

 

NextTickQueue

Queue to hold callbacks scheduled for next tick using ExecuteNextTick

Protected variable

FName

 

SubsystemName

Name of the subsystem

Protected variable

FDelegateHandle

 

TickHandle

Delegate for callbacks to Tick

Constructors

Name Description

Protected function

FOnlineSubsystemImpl()

Hidden on purpose

Protected function

FOnlineSubsystemImpl

(
    FName InSubsystemName,
    FName InInstanceName
)

Destructors

Name Description

Public function Virtual

~FOnlineSubsystemImpl()

Functions

Name Description

Public function

void

 

ExecuteDelegateNextTick

(
    const FNextTickDelegate & Callback
)

Queue a delegate to be executed on the next tick

Public function

void

 

ExecuteNextTick

(
    LAMBDA_TYPE&& Callback
)

Templated helper for calling ExecuteDelegateNextTick with a lambda function

Public function Static

FString

 

FilterResponseStr

(
    const FString & ResponseStr,
    const TArray < FString >& RedactFie...
)

Modify a response string so that it can be logged cleanly

Protected function

void

 

InitNamedInterfaces()

Load in any named interfaces specified by the ini configuration

Protected function

void

 

OnNamedInterfaceCleanup()

Delegate fired when named interfaces are cleaned up at exit

Protected function

void

 

StartTicker()

Start Ticker

Protected function

void

 

StopTicker()

Stop Ticker

Public function Virtual

bool

 

Tick

(
    float DeltaTime
)

Tick function

Overridden from IOnlineSubsystem

Name Description

Public function Virtual

bool

 

Exec

(
    UWorld * InWorld,
    const TCHAR * Cmd,
    FOutputDevice & Ar
)

Exec handler that allows the online subsystem to process exec commands

Public function Virtual

FName

 

GetInstanceName()

Get the instance name, which is typically "default" or "none" but distinguishes one instance from another in "Play In Editor" mode.

Public function Virtual

IMessageSani ...

 

GetMessageSanitizer

(
    int32 LocalUserNum,
    FString & OutAuthTypeToExclude
)

Get the interface for accessing the message sanitizer service

Public function Virtual

UObject *...

 

GetNamedInterface

(
    FName InterfaceName
)

Get custom UObject data preserved by the online subsystem

Public function Virtual

EOnlineEnvir ...

 

GetOnlineEnvironment()

Public function Virtual

FString

 

GetOnlineEnvironmentName()

Public function Virtual

FName

 

GetSubsystemName()

Return the name of the subsystem

Public function Virtual

bool

 

IsDedicated()

Is the online subsystem associated with the game/editor/engine running as dedicated.

Public function Virtual

bool

 

IsEnabled()

Public function Virtual

bool

 

IsLocalPlayer

(
    const FUniqueNetId & UniqueId
)

Is a player local to this machine by unique id

Public function Virtual

bool

 

IsServer()

Is this instance of the game running as a server (dedicated OR listen) checks the Engine if possible for netmode status

Public function Virtual

void

 

PreUnload()

IOnlineSubsystem .

Public function Virtual

void

 

ReloadConfigs

(
    const TSet < FString >& ConfigSecti...
)

Reload the configuration if it is relevant for this OSS instance

Public function Virtual

void

 

SetForceDedicated

(
    bool bForce
)

Force the online subsystem to behave as if it's associated with running a dedicated server

Public function Virtual

void

 

SetNamedInterface

(
    FName InterfaceName,
    UObject * NewInterface
)

Set a custom UObject to be preserved by the online subsystem

Public function Virtual

void

 

SetUsingMultiplayerFeatures

(
    const FUniqueNetId & UniqueId,
    bool bUsingMP
)

Some platforms must know when the game is using Multiplayer features so they can do recurring authorization checks.

Public function Virtual

bool

 

Shutdown()

Shutdown the underlying subsystem APIs

Constants

Name

Description

DefaultInstanceName

Name given to default OSS instances (disambiguates for PIE)

References