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    Hey

    I'm having an issue. I set up Steamworks and the steam online subsystem. If I am reading player name the PlayerState I am getting the correct steam name. The goal is now to get the SteamID and replicate it to all the clients once a player connects, so I can read the steam avatar for the individual players (e.g. for a Scoreboard). Unfortunately when I try to get the unique net ID the blueprint below always prints the name and SteamID of the listen server player and not the connecting clients.


    Click image for larger version

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    Does anyone have an idea, what I am doing wrong here? Is this just not possible?
    I am using the developper SteamAppID 480.

    Comment


      Originally posted by bldy_ch View Post
      Hey

      I'm having an issue. I set up Steamworks and the steam online subsystem. If I am reading player name the PlayerState I am getting the correct steam name. The goal is now to get the SteamID and replicate it to all the clients once a player connects, so I can read the steam avatar for the individual players (e.g. for a Scoreboard). Unfortunately when I try to get the unique net ID the blueprint below always prints the name and SteamID of the listen server player and not the connecting clients.


      Click image for larger version

Name:	2020-06-25 15_01_42-Window.png
Views:	349
Size:	104.5 KB
ID:	1780655
      Does anyone have an idea, what I am doing wrong here? Is this just not possible?
      I am using the developper SteamAppID 480.
      That struct doesn't replicate anything, get the player array from the gamestate and get the unique id off of the player info structure.


      Consider supporting me on patreon

      My Open source tools and plugins
      Advanced Sessions Plugin
      VR Expansion Plugin

      Comment


        Originally posted by mordentral View Post



        None of this has to do with this plugin for the record, I don't change the subsystem implementations. There are going to be a lot of questions like this that I don't have a resolution or answer for since I can't touch or change the base subsystem code, these type of issues should be direct bug reports to Epic.
        Ah thanks, I wasn't sure since I was using the 'advanced" nodes. In terms of servers being full, I ended up implementing something in c++ in prelogin to check if the server is full and reject it there. No solution to returning full servers yet, but I'll leave this note here about checking for a full server in case anyone else runs into this issue and is curious where to look to solve it.

        Comment


          Thanks for this plugin! But I'm having a problem...

          After packaging, the game don't launch, but when I test in "Standalone Game", the game and plugin works fine (can acess friends list, send invite, etc...).

          My version is 4.24.3. I can't find the solution...

          Already tested:
          - Package 64 bits
          - Package 32 bits
          - Package for shipping and development
          - Create another project, without the plugin and worked (so it's probably something with the plugin...)

          Thanks!

          Comment


            Originally posted by zaguito View Post
            Thanks for this plugin! But I'm having a problem...

            After packaging, the game don't launch, but when I test in "Standalone Game", the game and plugin works fine (can acess friends list, send invite, etc...).

            My version is 4.24.3. I can't find the solution...

            Already tested:
            - Package 64 bits
            - Package 32 bits
            - Package for shipping and development
            - Create another project, without the plugin and worked (so it's probably something with the plugin...)

            Thanks!
            Solved! Just followed the REAL instructions and added the C++ and compiled.

            Comment


              mordentral Are you still thinking of exposing the kick player in BPs?

              Comment


                Hello, why I downloaded the steam version 4.25 for unreal engine.And when I went to plugins, the plugin is shown as version 4.24 in the session?

                Comment


                  Hi. Thank you for the plugin. I am lost on figuring out why I cant find any sessions in packaged game. I can find sessions when in standalone, but not packaged. Where do I begin to look for the answers? Thanks

                  Comment


                    Originally posted by Cipher5 View Post
                    mordentral Are you still thinking of exposing the kick player in BPs?
                    Pushed a commit for 4.24+ advanced sessions

                    Adds BP nodes to the library to kick / ban players, since the built in game session does not actually implement ban player, I also provide a very basic naive implementation with a custom game session that bans for the duration of the session (have to set game session in your game mode to the AdvancedGameSession to use it). A real implementation would save out the net id and also perform the check in the game mode before spooling up a player for login, but i didn't want to override game mode as well.

                    Adding nodes for this was on my todo for a long time, but was buried under vr work, let me know if there are any other requests related to the game session since there is an override now. (still don't want to provide a gamemode override for a base class unless I have too).


                    Consider supporting me on patreon

                    My Open source tools and plugins
                    Advanced Sessions Plugin
                    VR Expansion Plugin

                    Comment


                      Originally posted by mordentral View Post

                      let me know if there are any other requests related to the game session since there is an override now. (still don't want to provide a gamemode override for a base class unless I have too).
                      Is there anything that can be done for the server slots? Is it me or public connections/slots don't do anything? I had to add my own "MaxPlayers" Int and do a check against the current players. I wish there was an easy way to not let players join if the server is full. Right now I have my project check the server capacity before the player joins and if there is room it lets them, but the problem is if 1 slot is left and 2 players click join at the same time they both make it in. It would be nice to have a node that handles clients connection on a full server using the public connections/slots and have a on full rejection output on a node. Just wishing here lol, awesome work by the way and thanks for all the time you put into it.
                      Last edited by Cipher5; 06-28-2020, 04:00 AM.

                      Comment


                        Originally posted by FAXCORP View Post
                        Hi. Thank you for the plugin. I am lost on figuring out why I cant find any sessions in packaged game. I can find sessions when in standalone, but not packaged. Where do I begin to look for the answers? Thanks
                        I had the same problem. For me, the solution was simple (just create a blank C++ class and compile):
                        1. Extract the file inside the zip to ProjectFolder/Plugins/AdvancedSessions (create /Plugins/AdvancedSessions if you have to) Note that post 4.20 you shouldn't be installing it in the engine directory anymore due to some changes epic made that are hard to work around with me having multiple modules.
                        2. If installed at the project level you need to Create a C++ blank file in the editor to allow it to package out the plugin - If installed at the engine level you do not need to do anything else.
                          *NOTE* If packaging for a platform other than windows you may need to have the plugin installed at the project level, as I can only package out for windows and not Mac / Mobile.
                        ------------------------------------------------

                        mordentral ,i've done digging about the OnSessionInviteReceived, and finded out that you said: "Not yet implemented by Epic, do not use this event yet!!"

                        Years passed and Epic didn't impremented this yet? (My digging says NO) Is there a way to get this working (C++ or coding)? (I'm complete newby in C++, just know a few things in BP.)

                        It's very bittersweet that we can't accepted the invited inside the game, just with the overlay...

                        Thanks for your wonderful work!!
                        Last edited by zaguito; 06-28-2020, 10:29 AM.

                        Comment


                          Does anyone know where this text saying "NO REGISTERED SESSIONS!" is coming from and how to disable it? When I use Steam it's gone but right now I'm testing using my LAN. Is this part of the Advanced Sessions Plugin or part of the engine code? Thanks

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                          Comment


                            I created this issue on github:https://github.com/mordentral/Advanc...lugin/issues/1

                            I should mention that I am using a custom online subsystem and here is my find sessions function
                            Last edited by poke1103; 06-29-2020, 11:20 PM.

                            Comment


                              Hello your Plugin is a great addition for every one how doesn't know to code in c++ like myself! I just implemented in to a project and every thing works great in the stand-alone game, my only problem is that it doesn't work in the build project (doesn't connect to steam and multiplayer is also not possible). Did some one else experience this kind of issue in 4.24.3?

                              Comment


                                In that you appear to have resolved it as an issue on your custom subsystem correct?


                                Consider supporting me on patreon

                                My Open source tools and plugins
                                Advanced Sessions Plugin
                                VR Expansion Plugin

                                Comment

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