LootLocker Unreal Server SDK 6.5.0
Server-side backend SDK for Unreal Engine
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LootLockerServerPlayerInventoryRequest.h
Go to the documentation of this file.
1// Copyright (c) 2021 LootLocker
2
3#pragma once
4
5#include "Containers/Array.h"
6#include "CoreMinimal.h"
9
10#include "LootLockerServerPlayerInventoryRequest.generated.h"
11
12//==================================================
13// Data Type Definitions
14//==================================================
15
19USTRUCT(BlueprintType)
21{
22 GENERATED_BODY()
26 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
27 bool Is_rental = false;
33 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
34 FString Time_left = "";
40 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
41 FString Duration = "";
47 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
48 FString Is_active = "";
49};
50
54USTRUCT(BlueprintType)
56{
57 GENERATED_BODY()
61 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
62 int Universal_id = 0;
68 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
69 FString Variation_id = "";
75 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
76 FString Rental_option_id = "";
80 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
81 FString Acquisition_source = "";
85 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
90 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
92};
93
97USTRUCT(BlueprintType)
99{
100 GENERATED_BODY()
104 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
105 int Instance_id = 0;
111 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
112 FString Variation_id = "";
118 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
119 FString Rental_option_id = "";
123 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
124 FString Acquisition_source = "";
128 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
133 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
135};
136
140USTRUCT(BlueprintType)
142{
143 GENERATED_BODY()
149 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
150 FString Variation_id = "";
154 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
155 int Instance_id = 0;
159 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
160 FString Mounted_at = "";
164 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
169 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
171};
172
173//==================================================
174// Request Definitions
175//==================================================
176
180USTRUCT(BlueprintType)
182{
183 GENERATED_BODY()
187 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
188 int Instance_id = 0;
189};
190
194USTRUCT(BlueprintType)
196{
197 GENERATED_BODY()
201 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
202 int Asset_id = 0;
203};
204
208USTRUCT(BlueprintType)
210{
211 GENERATED_BODY()
215 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
216 int Instance_id = 0;
217};
218
222USTRUCT(BlueprintType)
224{
225 GENERATED_BODY()
229 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
230 int Asset_id = 0;
234 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
235 int Asset_variation_id = 0;
236};
237
241USTRUCT(BlueprintType)
243{
244 GENERATED_BODY()
248 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
249 int Asset_id = 0;
253 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
254 int Rental_option_id = 0;
255};
256
260USTRUCT(BlueprintType)
262{
263 GENERATED_BODY()
265 : Remove(InRemove)
266 {
267 }
274 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
275 TArray<int> Remove;
276};
277
281USTRUCT(BlueprintType)
283{
284 GENERATED_BODY()
287 , Add(InAdd)
288 {
289 }
290
296 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
298};
299
303USTRUCT(BlueprintType)
323
327USTRUCT(BlueprintType)
346
347//==================================================
348// Response Definitions
349//==================================================
350
354USTRUCT(BlueprintType)
356{
357 GENERATED_BODY()
361 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
363};
364
368USTRUCT(BlueprintType)
370{
371 GENERATED_BODY()
372
373
376 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
377 int Total = 0;
381 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
383};
384
388USTRUCT(BlueprintType)
390{
391 GENERATED_BODY()
395 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
397};
398
402USTRUCT(BlueprintType)
404{
405 GENERATED_BODY()
406
407
410 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
412};
413
417USTRUCT(BlueprintType)
422
426USTRUCT(BlueprintType)
431
435USTRUCT(BlueprintType)
440
444USTRUCT(BlueprintType)
446{
447 GENERATED_BODY()
448
449
452 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
457 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
458 TArray<int> Removed;
459};
460
461//==================================================
462// C++ Delegate Definitions
463//==================================================
464
465/*
466 C++ response delegate for getting a game's universal inventory
467 */
469/*
470 C++ response delegate for getting a player's inventory
471 */
473/*
474 C++ response delegate for adding an asset to a player's inventory
475 */
477/*
478 C++ response delegate for altering a player's inventory
479 */
481/*
482 C++ response delegate for getting a player's loadout
483 */
485/*
486 C++ response delegate for equipping an asset to a player's loadout
487 */
489/*
490 C++ response delegate for unequipping an asset from a player's loadout
491 */
493
498UCLASS()
499class LOOTLOCKERSERVERSDK_API ULootLockerServerPlayerInventoryRequest : public UObject
500{
501 GENERATED_BODY()
502 public:
504
506 static FString GetPlayerInventory(int PlayerID, const FLootLockerServerGetPlayerInventoryResponseDelegate& OnCompletedRequest);
507 static FString GetPaginatedPlayerInventory(int PlayerID, int Count, int After, const FLootLockerServerGetPlayerInventoryResponseDelegate& OnCompletedRequest);
508 static FString GetPlayerLoadout(int PlayerID, const FLootLockerServerGetPlayerLoadoutResponseDelegate& OnCompletedRequest);
509 static FString EquipAssetToPlayerLoadoutByAssetId(int PlayerID, int AssetID, const FLootLockerServerEquipAssetToPlayerLoadoutResponseDelegate& OnCompletedRequest);
510 static FString EquipAssetToPlayerLoadoutByAssetInstanceId(int PlayerID, int AssetInstanceID, const FLootLockerServerEquipAssetToPlayerLoadoutResponseDelegate& OnCompletedRequest);
511 static FString EquipAssetToPlayerLoadoutByAssetIdAndAssetVariationId(int PlayerID, int AssetID, int AssetVariationID, const FLootLockerServerEquipAssetToPlayerLoadoutResponseDelegate& OnCompletedRequest);
512 static FString EquipAssetToPlayerLoadoutByAssetIdAndRentalOptionId(int PlayerID, int AssetID, int RentalOptionID, const FLootLockerServerEquipAssetToPlayerLoadoutResponseDelegate& OnCompletedRequest);
513 static FString UnequipAssetFromPlayerLoadout(int PlayerID, int InstanceID, const FLootLockerServerUnequipAssetFromPlayerLoadoutResponseDelegate& OnCompletedRequest);
514 static FString AddAssetToPlayerInventoryByAssetID(int PlayerID, int AssetID, const FLootLockerServerAddAssetToPlayerInventoryResponseDelegate& OnCompletedRequest);
515 static FString AddAssetToPlayerInventoryByAssetIDAndVariationID(int PlayerID, int AssetID, int VariationID, const FLootLockerServerAddAssetToPlayerInventoryResponseDelegate& OnCompletedRequest);
516 static FString AddAssetToPlayerInventoryByAssetIDAndRentalOptionID(int PlayerID, int AssetID, int RentalOptionID, const FLootLockerServerAddAssetToPlayerInventoryResponseDelegate& OnCompletedRequest);
517 static FString AlterPlayerInventoryAddAssetsByAssetID(int PlayerID, const TArray<FLootLockerServerAssetByAssetIdRequest>& AssetsToAdd, const TArray<int> AssetsToRemove, const FLootLockerServerAlterPlayerInventoryResponseDelegate& OnCompletedRequest);
518 static FString AlterPlayerInventoryAddAssetsByAssetIDAndVariationID(int PlayerID, const TArray<FLootLockerServerAssetByAssetIdAndVariationIdRequest>& AssetsToAdd, const TArray<int> AssetsToRemove, const FLootLockerServerAlterPlayerInventoryResponseDelegate& OnCompletedRequest);
519 static FString AlterPlayerInventoryAddAssetsByAssetIDAndRentalOptionID(int PlayerID, const TArray<FLootLockerServerAssetByAssetIdAndRentalOptionIdRequest>& AssetsToAdd, const TArray<int> AssetsToRemove, const FLootLockerServerAlterPlayerInventoryResponseDelegate& OnCompletedRequest);
520};
void(* FLootLockerServerAddAssetToPlayerInventoryResponseDelegate)(FLootLockerServerAddAssetToPlayerInventoryResponse)
Definition LootLockerServerPlayerInventoryRequest.h:476
void(* FLootLockerServerGetPlayerInventoryResponseDelegate)(FLootLockerServerGetPlayerInventoryResponse)
Definition LootLockerServerPlayerInventoryRequest.h:472
void(* FLootLockerServerAlterPlayerInventoryResponseDelegate)(FLootLockerServerAlterPlayerInventoryResponse)
Definition LootLockerServerPlayerInventoryRequest.h:480
void(* FLootLockerServerGetPlayerLoadoutResponseDelegate)(FLootLockerServerGetPlayerLoadoutResponse)
Definition LootLockerServerPlayerInventoryRequest.h:484
void(* FLootLockerServerEquipAssetToPlayerLoadoutResponseDelegate)(FLootLockerServerEquipAssetToPlayerLoadoutResponse)
Definition LootLockerServerPlayerInventoryRequest.h:488
void(* FLootLockerServerGetUniversalInventoryResponseDelegate)(FLootLockerServerGetUniversalInventoryResponse)
Definition LootLockerServerPlayerInventoryRequest.h:468
void(* FLootLockerServerUnequipAssetFromPlayerLoadoutResponseDelegate)(FLootLockerServerUnequipAssetFromPlayerLoadoutResponse)
Definition LootLockerServerPlayerInventoryRequest.h:492
Definition LootLockerServerPlayerInventoryRequest.h:500
static FString AlterPlayerInventoryAddAssetsByAssetIDAndVariationID(int PlayerID, const TArray< FLootLockerServerAssetByAssetIdAndVariationIdRequest > &AssetsToAdd, const TArray< int > AssetsToRemove, const FLootLockerServerAlterPlayerInventoryResponseDelegate &OnCompletedRequest)
static FString GetPlayerLoadout(int PlayerID, const FLootLockerServerGetPlayerLoadoutResponseDelegate &OnCompletedRequest)
static FString GetPaginatedPlayerInventory(int PlayerID, int Count, int After, const FLootLockerServerGetPlayerInventoryResponseDelegate &OnCompletedRequest)
static FString EquipAssetToPlayerLoadoutByAssetId(int PlayerID, int AssetID, const FLootLockerServerEquipAssetToPlayerLoadoutResponseDelegate &OnCompletedRequest)
static FString GetPlayerInventory(int PlayerID, const FLootLockerServerGetPlayerInventoryResponseDelegate &OnCompletedRequest)
static FString AddAssetToPlayerInventoryByAssetIDAndVariationID(int PlayerID, int AssetID, int VariationID, const FLootLockerServerAddAssetToPlayerInventoryResponseDelegate &OnCompletedRequest)
static FString AddAssetToPlayerInventoryByAssetIDAndRentalOptionID(int PlayerID, int AssetID, int RentalOptionID, const FLootLockerServerAddAssetToPlayerInventoryResponseDelegate &OnCompletedRequest)
static FString EquipAssetToPlayerLoadoutByAssetIdAndRentalOptionId(int PlayerID, int AssetID, int RentalOptionID, const FLootLockerServerEquipAssetToPlayerLoadoutResponseDelegate &OnCompletedRequest)
static FString AlterPlayerInventoryAddAssetsByAssetIDAndRentalOptionID(int PlayerID, const TArray< FLootLockerServerAssetByAssetIdAndRentalOptionIdRequest > &AssetsToAdd, const TArray< int > AssetsToRemove, const FLootLockerServerAlterPlayerInventoryResponseDelegate &OnCompletedRequest)
static FString AlterPlayerInventoryAddAssetsByAssetID(int PlayerID, const TArray< FLootLockerServerAssetByAssetIdRequest > &AssetsToAdd, const TArray< int > AssetsToRemove, const FLootLockerServerAlterPlayerInventoryResponseDelegate &OnCompletedRequest)
static FString EquipAssetToPlayerLoadoutByAssetInstanceId(int PlayerID, int AssetInstanceID, const FLootLockerServerEquipAssetToPlayerLoadoutResponseDelegate &OnCompletedRequest)
static FString UnequipAssetFromPlayerLoadout(int PlayerID, int InstanceID, const FLootLockerServerUnequipAssetFromPlayerLoadoutResponseDelegate &OnCompletedRequest)
static FString AddAssetToPlayerInventoryByAssetID(int PlayerID, int AssetID, const FLootLockerServerAddAssetToPlayerInventoryResponseDelegate &OnCompletedRequest)
static FString EquipAssetToPlayerLoadoutByAssetIdAndAssetVariationId(int PlayerID, int AssetID, int AssetVariationID, const FLootLockerServerEquipAssetToPlayerLoadoutResponseDelegate &OnCompletedRequest)
static FString GetUniversalInventory(const FLootLockerServerGetUniversalInventoryResponseDelegate &OnCompletedRequest)
Definition LootLockerServerPlayerInventoryRequest.h:390
Definition LootLockerServerPlayerInventoryRequest.h:305
FLootLockerServerAlterPlayerInventoryByAssetIdAndAssetVariationIdRequest()
Definition LootLockerServerPlayerInventoryRequest.h:313
Definition LootLockerServerPlayerInventoryRequest.h:329
FLootLockerServerAlterPlayerInventoryByAssetIdAndRentalOptionIdRequest()
Definition LootLockerServerPlayerInventoryRequest.h:337
Definition LootLockerServerPlayerInventoryRequest.h:283
FLootLockerServerAlterPlayerInventoryByAssetIdRequest()
Definition LootLockerServerPlayerInventoryRequest.h:291
Definition LootLockerServerPlayerInventoryRequest.h:262
FLootLockerServerAlterPlayerInventoryRequestBase()
Definition LootLockerServerPlayerInventoryRequest.h:268
Definition LootLockerServerPlayerInventoryRequest.h:446
Definition LootLockerServerPlayerInventoryRequest.h:243
Definition LootLockerServerPlayerInventoryRequest.h:224
Definition LootLockerServerPlayerInventoryRequest.h:196
Definition LootLockerServerPlayerInventoryRequest.h:210
Definition LootLockerServerPlayerInventoryRequest.h:182
Definition LootLockerServerAssetRequest.h:468
Definition LootLockerServerPlayerInventoryRequest.h:428
Definition LootLockerServerPlayerInventoryRequest.h:404
Definition LootLockerServerPlayerInventoryRequest.h:370
Definition LootLockerServerPlayerInventoryRequest.h:419
Definition LootLockerServerPlayerInventoryRequest.h:356
Definition LootLockerServerPlayerInventoryRequest.h:99
Definition LootLockerServerPlayerInventoryRequest.h:21
Definition LootLockerServerPlayerInventoryRequest.h:142
The base response for all LootLocker Server responses.
Definition LootLockerServerResponse.h:67
Definition LootLockerServerPlayerInventoryRequest.h:437
Definition LootLockerServerPlayerInventoryRequest.h:56