mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
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95 lines
3.6 KiB
C++
95 lines
3.6 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "PartyBeaconState.h"
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#include "OnlineBeaconHostObject.h"
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#include "FortDisconnectedPlayerReservation.h"
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#include "FortHostSessionParams.h"
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#include "GameFramework/GameSession.h"
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#include "Templates/SubclassOf.h"
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#include "FortGameSession.generated.h"
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class AFortLobbyBeaconHost;
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class AFortMeshBeaconClient;
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class AFortMeshBeaconHost;
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class AFortMeshBeaconHostObject;
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class AFortPartyBeaconHost;
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//class AFortSpectatorBeaconHost;
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class AOnlineBeaconHostObject;
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UCLASS(Blueprintable, Config=Game)
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class FORTNITEGAME_API AFortGameSession : public AGameSession {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FFortHostSessionParams CurrentSessionParams;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TSubclassOf<AOnlineBeaconHostObject> ReservationBeaconHostClass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TSubclassOf<AOnlineBeaconHostObject> SpectatorBeaconHostClass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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AFortPartyBeaconHost* ReservationBeaconHost;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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AFortLobbyBeaconHost* LobbyBeaconHost;
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//UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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//AFortSpectatorBeaconHost* SpectatorBeaconHost;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FFortDisconnectedPlayerReservation> DisconnectedPlayerReservations;
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UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FPlayerReservation> PlayersToRegister;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float BulkUnregisterTimerDelay;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 MaxBroadcasters;
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private:
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float DisconnectedReservationTimeout;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bShouldServerForcePartnerId;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString ServerForcePartnerId;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bEnableMeshNetwork;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FString> DisabledMeshNodeTypes;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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AFortMeshBeaconHost* MeshBeaconHost;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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AFortMeshBeaconHostObject* MeshBeaconHostObject;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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AFortMeshBeaconClient* MeshBeaconClient;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float RetryMeshConnectDelay;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MaxMeshConnectDelay;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MeshNetworkServerStatusEventRate;
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public:
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AFortGameSession();
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UFUNCTION(BlueprintCallable, Exec)
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void DumpReservations() const;
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};
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