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LootLocker Unreal SDK 10.4.0
Game backend SDK for Unreal Engine
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Manager for LootLocker presence functionality Coordinates presence connections for multiple players/sessions and provides lifecycle management through external event integration. More...
#include <LootLockerPresenceManager.h>


Public Member Functions | |
| ULootLockerPresenceManager () | |
| void | ConnectPresence (const FString &PlayerUlid, const FLootLockerPresenceCallbackDelegate &OnComplete) |
| Manually connect presence for a specific player. | |
| void | DisconnectPresence (const FString &PlayerUlid, const FLootLockerPresenceCallbackDelegate &OnComplete) |
| Manually disconnect presence for a specific player. | |
| void | UpdateStatus (const FString &PlayerUlid, const FString &Status, const TMap< FString, FString > &Metadata, const FLootLockerPresenceCallbackDelegate &OnComplete) |
| Update status for a player's presence connection. | |
| void | UpdateSessionToken (const FString &PlayerUlid, const FString &NewToken) |
| Update session token for an existing presence connection. | |
| void | ConnectPresenceForAllActiveSessions (const FLootLockerPresenceCallbackDelegate &OnComplete) |
| Connect presence for all currently authenticated players/sessions. | |
| void | DisconnectAll (const FLootLockerPresenceCallbackDelegate &OnComplete) |
| Disconnect all active presence connections. | |
| void | PauseAllConnections () |
| Pause all active presence connections (keeps connections alive but stops activity) Called when app goes to background, network is lost, etc. | |
| void | PauseConnection (const FString &PlayerUlid) |
| Pause presence connection for a specific player. | |
| void | ResumeAllConnections () |
| Resume all paused presence connections Called when app returns to foreground, network is restored, etc. | |
| void | ResumeConnection (const FString &PlayerUlid) |
| Resume presence connection for a specific player. | |
| void | GracefullyShutdown () |
| Gracefully shutdown all presence connections Called during application termination. | |
| bool | IsPresenceActiveForPlayer (const FString &PlayerUlid) const |
| Check if presence is active for a specific player. | |
| ELootLockerPresenceConnectionState | GetPresenceStateForPlayer (const FString &PlayerUlid) const |
| Get connection state for a specific player. | |
| FLootLockerPresenceConnectionStats | GetConnectionStatsForPlayer (const FString &PlayerUlid) const |
| Get connection statistics for a specific player. | |
| TArray< FString > | GetConnectedPlayerUlids () const |
| Get list of all currently connected player ULIDs. | |
| int32 | GetActiveConnectionCount () const |
| Get count of currently active presence connections. | |
Static Public Member Functions | |
| static bool | IsEnabled () |
| Check if presence manager is globally enabled. | |
| static void | SetEnabled (bool bEnabled) |
| Enable or disable presence manager globally. | |
| static bool | IsAutoConnectEnabled () |
| Check if auto-connect is enabled. | |
| static void | SetAutoConnectEnabled (bool bEnabled) |
| Enable or disable auto-connect behavior. | |
| static bool | IsPauseOnBackgroundEnabled () |
| Check if pause-on-background is enabled. | |
| static void | SetPauseOnBackgroundEnabled (bool bEnabled) |
| Enable or disable pause-on-background behavior. | |
| static bool | IsEnabledInEditor () |
| Check if presence is enabled in editor. | |
| static void | SetEnabledInEditor (bool bEnabled) |
| Enable or disable presence in editor. | |
| static ULootLockerPresenceManager * | GetInstance () |
| Get the singleton instance of the presence manager. | |
| static void | Initialize () |
| Initialize the presence manager subsystem. | |
| static void | Shutdown () |
| Shutdown and cleanup the presence manager subsystem. | |
| static void | NotifyPlayerActivated (const FString &PlayerUlid) |
| Notify manager that a player has been activated (e.g., logged in) | |
| static void | NotifyPlayerDeactivated (const FString &PlayerUlid) |
| Notify manager that a player has been deactivated (e.g., logged out) | |
Protected Member Functions | |
| virtual void | BeginDestroy () override |
Manager for LootLocker presence functionality Coordinates presence connections for multiple players/sessions and provides lifecycle management through external event integration.
| ULootLockerPresenceManager::ULootLockerPresenceManager | ( | ) |
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overrideprotectedvirtual |
| void ULootLockerPresenceManager::ConnectPresence | ( | const FString & | PlayerUlid, |
| const FLootLockerPresenceCallbackDelegate & | OnComplete | ||
| ) |
Manually connect presence for a specific player.
| PlayerUlid | The player ULID to connect presence for |
| OnComplete | Callback when connection attempt completes |
| void ULootLockerPresenceManager::ConnectPresenceForAllActiveSessions | ( | const FLootLockerPresenceCallbackDelegate & | OnComplete | ) |
Connect presence for all currently authenticated players/sessions.
| OnComplete | Callback when all connection attempts complete |
| void ULootLockerPresenceManager::DisconnectAll | ( | const FLootLockerPresenceCallbackDelegate & | OnComplete | ) |
Disconnect all active presence connections.
| OnComplete | Callback when all disconnections complete |
| void ULootLockerPresenceManager::DisconnectPresence | ( | const FString & | PlayerUlid, |
| const FLootLockerPresenceCallbackDelegate & | OnComplete | ||
| ) |
Manually disconnect presence for a specific player.
| PlayerUlid | The player ULID to disconnect presence for |
| OnComplete | Callback when disconnection completes |
| int32 ULootLockerPresenceManager::GetActiveConnectionCount | ( | ) | const |
Get count of currently active presence connections.
| TArray< FString > ULootLockerPresenceManager::GetConnectedPlayerUlids | ( | ) | const |
Get list of all currently connected player ULIDs.
| FLootLockerPresenceConnectionStats ULootLockerPresenceManager::GetConnectionStatsForPlayer | ( | const FString & | PlayerUlid | ) | const |
Get connection statistics for a specific player.
| PlayerUlid | The player ULID to get statistics for |
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static |
Get the singleton instance of the presence manager.
| ELootLockerPresenceConnectionState ULootLockerPresenceManager::GetPresenceStateForPlayer | ( | const FString & | PlayerUlid | ) | const |
Get connection state for a specific player.
| PlayerUlid | The player ULID to check |
| void ULootLockerPresenceManager::GracefullyShutdown | ( | ) |
Gracefully shutdown all presence connections Called during application termination.
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static |
Initialize the presence manager subsystem.
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static |
Check if auto-connect is enabled.
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Check if presence manager is globally enabled.
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static |
Check if presence is enabled in editor.
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static |
Check if pause-on-background is enabled.
| bool ULootLockerPresenceManager::IsPresenceActiveForPlayer | ( | const FString & | PlayerUlid | ) | const |
Check if presence is active for a specific player.
| PlayerUlid | The player ULID to check |
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static |
Notify manager that a player has been activated (e.g., logged in)
| PlayerUlid | The player ULID that was activated |
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static |
Notify manager that a player has been deactivated (e.g., logged out)
| PlayerUlid | The player ULID that was deactivated |
| void ULootLockerPresenceManager::PauseAllConnections | ( | ) |
Pause all active presence connections (keeps connections alive but stops activity) Called when app goes to background, network is lost, etc.
| void ULootLockerPresenceManager::PauseConnection | ( | const FString & | PlayerUlid | ) |
Pause presence connection for a specific player.
| PlayerUlid | The player ULID to pause presence for |
| void ULootLockerPresenceManager::ResumeAllConnections | ( | ) |
Resume all paused presence connections Called when app returns to foreground, network is restored, etc.
| void ULootLockerPresenceManager::ResumeConnection | ( | const FString & | PlayerUlid | ) |
Resume presence connection for a specific player.
| PlayerUlid | The player ULID to resume presence for |
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static |
Enable or disable auto-connect behavior.
| bEnabled | Whether to enable auto-connect |
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Enable or disable presence manager globally.
| bEnabled | Whether to enable presence connections |
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Enable or disable presence in editor.
| bEnabled | Whether to enable presence in editor |
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Enable or disable pause-on-background behavior.
| bEnabled | Whether to enable pause-on-background |
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Shutdown and cleanup the presence manager subsystem.
| void ULootLockerPresenceManager::UpdateSessionToken | ( | const FString & | PlayerUlid, |
| const FString & | NewToken | ||
| ) |
Update session token for an existing presence connection.
| PlayerUlid | The player ULID to update token for |
| NewToken | The new session token |
| void ULootLockerPresenceManager::UpdateStatus | ( | const FString & | PlayerUlid, |
| const FString & | Status, | ||
| const TMap< FString, FString > & | Metadata, | ||
| const FLootLockerPresenceCallbackDelegate & | OnComplete | ||
| ) |
Update status for a player's presence connection.
| PlayerUlid | The player ULID to update status for |
| Status | The new status string (e.g., "online", "in_game", "away") |
| Metadata | Optional metadata key-value pairs |
| OnComplete | Callback when status update completes |