Implementation of the IOnlineIdentity
interface for the OnlineSubsystem.
- See also
- IOnlineIdentity
Inherits IOnlineIdentity.
|
virtual bool | Login (int32 LocalUserNum, const FOnlineAccountCredentials &AccountCredentials) override |
| Login and retrieve data for the logged in user.
|
|
virtual bool | AutoLogin (int32 LocalUserNum) override |
| Login and retrieve data for the logged in user.
|
|
virtual bool | Logout (int32 LocalUserNum) override |
| Logs the player out, clearing their cached identity data.
|
|
virtual TSharedPtr< FUserOnlineAccount > | GetUserAccount (const FUniqueNetId &UserId) const override |
| Obtain online account info for a user that has been registered.
|
|
virtual TArray< TSharedPtr< FUserOnlineAccount > > | GetAllUserAccounts () const override |
| Obtain list of all known/registered user accounts.
|
|
virtual FUniqueNetIdPtr | GetUniquePlayerId (int32 LocalUserNum) const override |
| Gets the platform specific unique id for the specified player.
|
|
virtual FUniqueNetIdPtr | CreateUniquePlayerId (uint8 *Bytes, int32 Size) override |
| Create a unique id from binary data (used during replication)
|
|
virtual FUniqueNetIdPtr | CreateUniquePlayerId (const FString &Str) override |
| Create a unique id from string.
|
|
virtual ELoginStatus::Type | GetLoginStatus (int32 LocalUserNum) const override |
| Fetches the login status for a given player.
|
|
virtual ELoginStatus::Type | GetLoginStatus (const FUniqueNetId &UserId) const override |
| Fetches the login status for a given player.
|
|
virtual FString | GetPlayerNickname (int32 LocalUserNum) const override |
| Reads the logged in player's nickname.
|
|
virtual FString | GetPlayerNickname (const FUniqueNetId &UserId) const override |
| Reads the logged in player's nickname.
|
|
virtual FString | GetAuthType () const override |
| Get the auth type associated with accounts for this platform.
|
|
virtual FString | GetAuthToken (int32 LocalUserNum) const override |
| Not Supported.
|
|
virtual void | RevokeAuthToken (const FUniqueNetId &LocalUserId, const FOnRevokeAuthTokenCompleteDelegate &Delegate) override |
| Not Supported.
|
|
virtual void | GetUserPrivilege (const FUniqueNetId &LocalUserId, EUserPrivileges::Type Privilege, const FOnGetUserPrivilegeCompleteDelegate &Delegate) override |
| Not Supported.
|
|
virtual FPlatformUserId | GetPlatformUserIdFromUniqueNetId (const FUniqueNetId &UniqueNetId) const override |
| Not Supported.
|
|
virtual bool FOnlineIdentityOmni::AutoLogin |
( |
int32 |
LocalUserNum | ) |
|
|
overridevirtual |
Login and retrieve data for the logged in user.
Will trigger OnLoginComplete() delegate when async task completes
In the Omni One implementation, this method will ignore the command line arguments specified by the interface. Because authentication is handled outside of the game on Omni One, this method acts identically to Login
.
- Parameters
-
LocalUserNum | the controller number of the associated user |
- Returns
- true if the async call started ok, false otherwise
virtual bool FOnlineIdentityOmni::Login |
( |
int32 |
LocalUserNum, |
|
|
const FOnlineAccountCredentials & |
AccountCredentials |
|
) |
| |
|
overridevirtual |
Login and retrieve data for the logged in user.
Will trigger OnLoginComplete() delegate when async task completes
In the Omni implementation, this acts primarily as a caching tool to allow access to other synchronous methods in the Identity interface. On Omni One, the user will be logged in at the device level so games do not need to supply credentials.
- Parameters
-
LocalUserNum | the controller number of the associated user. |
AccountCredentials | Unused. Authentication is handled via the headset prior to launching the game. |
- Returns
- true if login task was started
virtual bool FOnlineIdentityOmni::Logout |
( |
int32 |
LocalUserNum | ) |
|
|
overridevirtual |
Logs the player out, clearing their cached identity data.
Will call OnLogoutComplete() delegate if successful
In the Omni implementation, this removes the associated player's information from the Identity interface's cache but does not actually log them out of their Omni One account. Omni One login and logout are handled outside of the game.
- Parameters
-
LocalUserNum | the controller number of the associated user |
- Returns
- true if logout task was started