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| // Copyright Epic Games, Inc. All Rights Reserved. | |
| namespace FrontendTags | |
| { | |
| UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_PLATFORM_TRAIT_SINGLEONLINEUSER, "Platform.Trait.SingleOnlineUser"); | |
| UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_UI_LAYER_MENU, "UI.Layer.Menu"); | |
| } | |
| ULyraFrontendStateComponent::ULyraFrontendStateComponent(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| } | |
| void ULyraFrontendStateComponent::BeginPlay() | |
| { | |
| Super::BeginPlay(); | |
| // Listen for the experience load to complete | |
| AGameStateBase* GameState = GetGameStateChecked<AGameStateBase>(); | |
| ULyraExperienceManagerComponent* ExperienceComponent = GameState->FindComponentByClass<ULyraExperienceManagerComponent>(); | |
| check(ExperienceComponent); | |
| // This delegate is on a component with the same lifetime as this one, so no need to unhook it in | |
| ExperienceComponent->CallOrRegister_OnExperienceLoaded_HighPriority(FOnLyraExperienceLoaded::FDelegate::CreateUObject(this, &ThisClass::OnExperienceLoaded)); | |
| } | |
| void ULyraFrontendStateComponent::EndPlay(const EEndPlayReason::Type EndPlayReason) | |
| { | |
| Super::EndPlay(EndPlayReason); | |
| } | |
| bool ULyraFrontendStateComponent::ShouldShowLoadingScreen(FString& OutReason) const | |
| { | |
| if (bShouldShowLoadingScreen) | |
| { | |
| OutReason = TEXT("Frontend Flow Pending..."); | |
| if (FrontEndFlow.IsValid()) | |
| { | |
| const TOptional<FString> StepDebugName = FrontEndFlow->GetCurrentStepDebugName(); | |
| if (StepDebugName.IsSet()) | |
| { | |
| OutReason = StepDebugName.GetValue(); | |
| } | |
| } | |
| return true; | |
| } | |
| return false; | |
| } | |
| void ULyraFrontendStateComponent::OnExperienceLoaded(const ULyraExperienceDefinition* Experience) | |
| { | |
| FControlFlow& Flow = FControlFlowStatics::Create(this, TEXT("FrontendFlow")) | |
| .QueueStep(TEXT("Wait For User Initialization"), this, &ThisClass::FlowStep_WaitForUserInitialization) | |
| .QueueStep(TEXT("Try Show Press Start Screen"), this, &ThisClass::FlowStep_TryShowPressStartScreen) | |
| .QueueStep(TEXT("Try Join Requested Session"), this, &ThisClass::FlowStep_TryJoinRequestedSession) | |
| .QueueStep(TEXT("Try Show Main Screen"), this, &ThisClass::FlowStep_TryShowMainScreen); | |
| Flow.ExecuteFlow(); | |
| FrontEndFlow = Flow.AsShared(); | |
| } | |
| void ULyraFrontendStateComponent::FlowStep_WaitForUserInitialization(FControlFlowNodeRef SubFlow) | |
| { | |
| // If this was a hard disconnect, explicitly destroy all user and session state | |
| // TODO: Refactor the engine disconnect flow so it is more explicit about why it happened | |
| bool bWasHardDisconnect = false; | |
| AGameModeBase* GameMode = GetWorld()->GetAuthGameMode<AGameModeBase>(); | |
| UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this); | |
| if (ensure(GameMode) && UGameplayStatics::HasOption(GameMode->OptionsString, TEXT("closed"))) | |
| { | |
| bWasHardDisconnect = true; | |
| } | |
| // Only reset users on hard disconnect | |
| UCommonUserSubsystem* UserSubsystem = GameInstance->GetSubsystem<UCommonUserSubsystem>(); | |
| if (ensure(UserSubsystem) && bWasHardDisconnect) | |
| { | |
| UserSubsystem->ResetUserState(); | |
| } | |
| // Always reset sessions | |
| UCommonSessionSubsystem* SessionSubsystem = GameInstance->GetSubsystem<UCommonSessionSubsystem>(); | |
| if (ensure(SessionSubsystem)) | |
| { | |
| SessionSubsystem->CleanUpSessions(); | |
| } | |
| SubFlow->ContinueFlow(); | |
| } | |
| void ULyraFrontendStateComponent::FlowStep_TryShowPressStartScreen(FControlFlowNodeRef SubFlow) | |
| { | |
| const UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this); | |
| UCommonUserSubsystem* UserSubsystem = GameInstance->GetSubsystem<UCommonUserSubsystem>(); | |
| // Check to see if the first player is already logged in, if they are, we can skip the press start screen. | |
| if (const UCommonUserInfo* FirstUser = UserSubsystem->GetUserInfoForLocalPlayerIndex(0)) | |
| { | |
| if (FirstUser->InitializationState == ECommonUserInitializationState::LoggedInLocalOnly || | |
| FirstUser->InitializationState == ECommonUserInitializationState::LoggedInOnline) | |
| { | |
| SubFlow->ContinueFlow(); | |
| return; | |
| } | |
| } | |
| // Check to see if the platform actually requires a 'Press Start' screen. This is only | |
| // required on platforms where there can be multiple online users where depending on what player's | |
| // controller presses 'Start' establishes the player to actually login to the game with. | |
| if (!UserSubsystem->ShouldWaitForStartInput()) | |
| { | |
| // Start the auto login process, this should finish quickly and will use the default input device id | |
| InProgressPressStartScreen = SubFlow; | |
| UserSubsystem->OnUserInitializeComplete.AddDynamic(this, &ULyraFrontendStateComponent::OnUserInitialized); | |
| UserSubsystem->TryToInitializeForLocalPlay(0, FInputDeviceId(), false); | |
| return; | |
| } | |
| // Add the Press Start screen, move to the next flow when it deactivates. | |
| if (UPrimaryGameLayout* RootLayout = UPrimaryGameLayout::GetPrimaryGameLayoutForPrimaryPlayer(this)) | |
| { | |
| constexpr bool bSuspendInputUntilComplete = true; | |
| RootLayout->PushWidgetToLayerStackAsync<UCommonActivatableWidget>(FrontendTags::TAG_UI_LAYER_MENU, bSuspendInputUntilComplete, PressStartScreenClass, | |
| [this, SubFlow](EAsyncWidgetLayerState State, UCommonActivatableWidget* Screen) { | |
| switch (State) | |
| { | |
| case EAsyncWidgetLayerState::AfterPush: | |
| bShouldShowLoadingScreen = false; | |
| Screen->OnDeactivated().AddWeakLambda(this, [this, SubFlow]() { | |
| SubFlow->ContinueFlow(); | |
| }); | |
| break; | |
| case EAsyncWidgetLayerState::Canceled: | |
| bShouldShowLoadingScreen = false; | |
| SubFlow->ContinueFlow(); | |
| return; | |
| } | |
| }); | |
| } | |
| } | |
| void ULyraFrontendStateComponent::OnUserInitialized(const UCommonUserInfo* UserInfo, bool bSuccess, FText Error, ECommonUserPrivilege RequestedPrivilege, ECommonUserOnlineContext OnlineContext) | |
| { | |
| FControlFlowNodePtr FlowToContinue = InProgressPressStartScreen; | |
| UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this); | |
| UCommonUserSubsystem* UserSubsystem = GameInstance->GetSubsystem<UCommonUserSubsystem>(); | |
| if (ensure(FlowToContinue.IsValid() && UserSubsystem)) | |
| { | |
| UserSubsystem->OnUserInitializeComplete.RemoveDynamic(this, &ULyraFrontendStateComponent::OnUserInitialized); | |
| InProgressPressStartScreen.Reset(); | |
| if (bSuccess) | |
| { | |
| // On success continue flow normally | |
| FlowToContinue->ContinueFlow(); | |
| } | |
| else | |
| { | |
| // TODO: Just continue for now, could go to some sort of error screen | |
| FlowToContinue->ContinueFlow(); | |
| } | |
| } | |
| } | |
| void ULyraFrontendStateComponent::FlowStep_TryJoinRequestedSession(FControlFlowNodeRef SubFlow) | |
| { | |
| UCommonGameInstance* GameInstance = Cast<UCommonGameInstance>(UGameplayStatics::GetGameInstance(this)); | |
| if (GameInstance->GetRequestedSession() != nullptr && GameInstance->CanJoinRequestedSession()) | |
| { | |
| UCommonSessionSubsystem* SessionSubsystem = GameInstance->GetSubsystem<UCommonSessionSubsystem>(); | |
| if (ensure(SessionSubsystem)) | |
| { | |
| // Bind to session join completion to continue or cancel the flow | |
| // TODO: Need to ensure that after session join completes, the server travel completes. | |
| OnJoinSessionCompleteEventHandle = SessionSubsystem->OnJoinSessionCompleteEvent.AddWeakLambda(this, [this, SubFlow, SessionSubsystem](const FOnlineResultInformation& Result) | |
| { | |
| // Unbind delegate. SessionSubsystem is the object triggering this event, so it must still be valid. | |
| SessionSubsystem->OnJoinSessionCompleteEvent.Remove(OnJoinSessionCompleteEventHandle); | |
| OnJoinSessionCompleteEventHandle.Reset(); | |
| if (Result.bWasSuccessful) | |
| { | |
| // No longer transitioning to the main menu | |
| SubFlow->CancelFlow(); | |
| } | |
| else | |
| { | |
| // Proceed to the main menu | |
| SubFlow->ContinueFlow(); | |
| return; | |
| } | |
| }); | |
| GameInstance->JoinRequestedSession(); | |
| return; | |
| } | |
| } | |
| // Skip this step if we didn't start requesting a session join | |
| SubFlow->ContinueFlow(); | |
| } | |
| void ULyraFrontendStateComponent::FlowStep_TryShowMainScreen(FControlFlowNodeRef SubFlow) | |
| { | |
| if (UPrimaryGameLayout* RootLayout = UPrimaryGameLayout::GetPrimaryGameLayoutForPrimaryPlayer(this)) | |
| { | |
| constexpr bool bSuspendInputUntilComplete = true; | |
| RootLayout->PushWidgetToLayerStackAsync<UCommonActivatableWidget>(FrontendTags::TAG_UI_LAYER_MENU, bSuspendInputUntilComplete, MainScreenClass, | |
| [this, SubFlow](EAsyncWidgetLayerState State, UCommonActivatableWidget* Screen) { | |
| switch (State) | |
| { | |
| case EAsyncWidgetLayerState::AfterPush: | |
| bShouldShowLoadingScreen = false; | |
| SubFlow->ContinueFlow(); | |
| return; | |
| case EAsyncWidgetLayerState::Canceled: | |
| bShouldShowLoadingScreen = false; | |
| SubFlow->ContinueFlow(); | |
| return; | |
| } | |
| }); | |
| } | |
| } | |