43 lines
1.3 KiB
C++
43 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CommonGameInstance.h"
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#include "LyraGameInstance.generated.h"
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#define UE_API LYRAGAME_API
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class ALyraPlayerController;
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class UObject;
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UCLASS(MinimalAPI, Config = Game)
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class ULyraGameInstance : public UCommonGameInstance
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{
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GENERATED_BODY()
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public:
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UE_API ULyraGameInstance(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
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UE_API ALyraPlayerController* GetPrimaryPlayerController() const;
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UE_API virtual bool CanJoinRequestedSession() const override;
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UE_API virtual void HandlerUserInitialized(const UCommonUserInfo* UserInfo, bool bSuccess, FText Error, ECommonUserPrivilege RequestedPrivilege, ECommonUserOnlineContext OnlineContext) override;
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UE_API virtual void ReceivedNetworkEncryptionToken(const FString& EncryptionToken, const FOnEncryptionKeyResponse& Delegate) override;
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UE_API virtual void ReceivedNetworkEncryptionAck(const FOnEncryptionKeyResponse& Delegate) override;
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protected:
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UE_API virtual void Init() override;
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UE_API virtual void Shutdown() override;
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UE_API void OnPreClientTravelToSession(FString& URL);
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/** A hard-coded encryption key used to try out the encryption code. This is NOT SECURE, do not use this technique in production! */
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TArray<uint8> DebugTestEncryptionKey;
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};
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#undef UE_API
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