LootLocker Unreal Server SDK 6.5.0
Server-side backend SDK for Unreal Engine
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LootLockerServerPlayerRequest.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"
8
9#include "LootLockerServerPlayerRequest.generated.h"
10
11//==================================================
12// Data Type Definitions
13//==================================================
14
18UENUM(BlueprintType, Category = "LootLockerServer")
20{
21 Steam = 0, // Corresponds to string "steam"
22 PlayStation = 1, // Corresponds to string "psn"
23 Apple = 2, // Corresponds to string "apple_sign_in"
24 AppleGameCenter = 3, // Corresponds to string "apple_game_center"
25 Google = 4, // Corresponds to string "google_sign_in"
26 GooglePlayGames = 5, // Corresponds to string "google_play_games"
27 Xbox = 6, // Corresponds to string "xbox_one"
28 NintendoSwitch = 7, // Corresponds to string "nintendo_switch"
29 AmazonLuna = 8, // Corresponds to string "amazon_luna"
30 WhiteLabelLogin = 9, // Corresponds to string "white_label_login"
31 Guest = 10, // Corresponds to string "guest"
32 EpicGames = 11, // Corresponds to string "epic_games"
33 Meta = 12, // Corresponds to string "meta"
34 Discord = 13 // Corresponds to string "discord"
35};
36
37USTRUCT(BlueprintType)
39{
40 GENERATED_BODY()
44 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
45 int Player_id = 0;
49 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
50 FString Ulid;
54 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
55 FString Player_public_uid = "";
59 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
60 FString Name = "";
64 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
65 FString Last_active_platform = "";
69 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
70 FString Platform_player_id = "";
71
72};
73
74USTRUCT(BlueprintType)
76{
77 GENERATED_BODY()
81 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
82 FString Id = "";
86 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
87 int Legacy_id = 0;
91 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
92 FString Token = "";
93};
94
95//==================================================
96// Request Definitions
97//==================================================
98
99UENUM(BlueprintType)
101{
102 Player_id = 0,
105 Steam_id = 3,
106 Psn_id = 4,
107 Xbox_id = 5,
108 Player_ulid = 6,
109 Player_name = 7
110};
111
112USTRUCT(BlueprintType)
114{
115 GENERATED_BODY()
119 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
124 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
125 FString Id = "";
126};
127
131USTRUCT(BlueprintType)
133{
134 GENERATED_BODY()
138 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
139 TArray<FString> Tokens;
140};
141
142USTRUCT(BlueprintType)
144{
145 GENERATED_BODY()
149 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
150 FString Platform = "";
154 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
155 FString Player_identifier = "";
156};
157
158//==================================================
159// Response Definitions
160//==================================================
161
162USTRUCT(BlueprintType)
164{
165 GENERATED_BODY()
166
167
170 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
172};
173
177USTRUCT(BlueprintType)
179{
180 GENERATED_BODY()
184 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
185 TArray<FString> Failed_tokens;
189 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
190 TArray<FLootLockerServerPlayerInfoFromToken> Player_info_list;
191};
192
196USTRUCT(BlueprintType)
198{
199 GENERATED_BODY()
203 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
204 int Player_id = 0;
208 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
209 FString Player_ulid = "";
210};
211
212//==================================================
213// C++ Delegate Definitions
214//==================================================
215
216/*
217 C++ response delegate for looking up player names
218 */
220/*
221 C++ response delegate for looking up players by their game session tokens
222 */
224/*
225 C++ response delegate for creating a player
226 */
228
233UCLASS()
234class LOOTLOCKERSERVERSDK_API ULootLockerServerPlayerRequest : public UObject
235{
236 GENERATED_BODY()
237 public:
239
240 static FString LookupPlayerNames(TArray<FLootLockerServerPlayerNameLookupPair> IdsToLookUp, const FLootLockerServerPlayerNameLookupResponseDelegate& OnCompletedRequest);
241 static FString GetPlayerInfoFromGameSessionToken(TArray<FString> GameSessionTokensToLookUp, const FLootLockerServerGetPlayerInfoFromGameSessionTokenResponseDelegate& OnCompletedRequest);
242 static FString CreatePlayer(ELootLockerServerCreatePlayerPlatforms Platform, const FString& PlatformPlayerIdentifier, const FLootLockerServerCreatePlayerResponseDelegate& OnCompletedRequest);
243};
ELootLockerServerPlayerNameLookupIdType
Definition LootLockerServerPlayerRequest.h:101
ELootLockerServerCreatePlayerPlatforms
Possible player creation platforms.
Definition LootLockerServerPlayerRequest.h:20
void(* FLootLockerServerCreatePlayerResponseDelegate)(FLootLockerServerCreatePlayerResponse)
Definition LootLockerServerPlayerRequest.h:227
void(* FLootLockerServerGetPlayerInfoFromGameSessionTokenResponseDelegate)(FLootLockerServerGetPlayerInfoFromGameSessionTokenResponse)
Definition LootLockerServerPlayerRequest.h:223
void(* FLootLockerServerPlayerNameLookupResponseDelegate)(FLootLockerServerPlayerNameLookupResponse)
Definition LootLockerServerPlayerRequest.h:219
Definition LootLockerServerPlayerRequest.h:235
static FString LookupPlayerNames(TArray< FLootLockerServerPlayerNameLookupPair > IdsToLookUp, const FLootLockerServerPlayerNameLookupResponseDelegate &OnCompletedRequest)
static FString CreatePlayer(ELootLockerServerCreatePlayerPlatforms Platform, const FString &PlatformPlayerIdentifier, const FLootLockerServerCreatePlayerResponseDelegate &OnCompletedRequest)
static FString GetPlayerInfoFromGameSessionToken(TArray< FString > GameSessionTokensToLookUp, const FLootLockerServerGetPlayerInfoFromGameSessionTokenResponseDelegate &OnCompletedRequest)
Definition LootLockerServerPlayerRequest.h:144
Definition LootLockerServerPlayerRequest.h:198
Definition LootLockerServerPlayerRequest.h:133
Definition LootLockerServerPlayerRequest.h:179
Definition LootLockerServerPlayerRequest.h:76
Definition LootLockerServerPlayerRequest.h:114
Definition LootLockerServerPlayerRequest.h:164
Definition LootLockerServerPlayerRequest.h:39
The base response for all LootLocker Server responses.
Definition LootLockerServerResponse.h:67