LEAP Documentation 40220
Documentation for the LEAP project
UNakamaManager Class Reference

#include <NakamaManager.h>

Inheritance diagram for UNakamaManager:

Public Member Functions

void Init (bool bDedicatedServer, UGameInstance *const WorldContextObject)
 
void Shutdown ()
 
bool Tick (float DeltaSeconds)
 
bool GetAuthToken (FString &EncodedAuthToken)
 
void Authenticate (FString AuthToken, bool bReAuthenticationAttempt=false)
 
void AuthenticationResponse (NAKAMA_NAMESPACE::NSessionPtr session, bool bReAuthentication)
 

Static Public Member Functions

static UNakamaManagerGet (UObject *const WorldContextObject)
 
static bool IsAvailable (UObject *const WorldContextObject)
 
static void Reconnect (UObject *const WorldContextObject)
 
static NAKAMA_NAMESPACE::NClientPtr GetClient (UObject *const WorldContextObject)
 
static NAKAMA_NAMESPACE::NSessionPtr GetSession (UObject *const WorldContextObject)
 
static void AsyncFetchUserAccount (const TArray< FString > &NakamaIDs, UObject *const WorldContextObject, FUserIdFetchDelegate Callback)
 
static FString GetNakamaUserId (UObject *const WorldContextObject)
 

Public Attributes

FNakamaConnectedSignature OnNakamaConnected
 
FNakamaFailedConnectionSignature OnNakamaFailedConnection
 
FString SecretKey = "12345678"
 

Member Function Documentation

◆ AsyncFetchUserAccount()

void UNakamaManager::AsyncFetchUserAccount ( const TArray< FString > &  NakamaIDs,
UObject *const  WorldContextObject,
FUserIdFetchDelegate  Callback 
)
static

◆ Authenticate()

void UNakamaManager::Authenticate ( FString  AuthToken,
bool  bReAuthenticationAttempt = false 
)

◆ AuthenticationResponse()

void UNakamaManager::AuthenticationResponse ( NAKAMA_NAMESPACE::NSessionPtr  session,
bool  bReAuthentication 
)

◆ Get()

UNakamaManager * UNakamaManager::Get ( UObject *const  WorldContextObject)
static

◆ GetAuthToken()

bool UNakamaManager::GetAuthToken ( FString &  EncodedAuthToken)

◆ GetClient()

NAKAMA_NAMESPACE::NClientPtr UNakamaManager::GetClient ( UObject *const  WorldContextObject)
static

◆ GetNakamaUserId()

FString UNakamaManager::GetNakamaUserId ( UObject *const  WorldContextObject)
static

◆ GetSession()

NAKAMA_NAMESPACE::NSessionPtr UNakamaManager::GetSession ( UObject *const  WorldContextObject)
static

◆ Init()

void UNakamaManager::Init ( bool  bDedicatedServer,
UGameInstance *const  WorldContextObject 
)

◆ IsAvailable()

bool UNakamaManager::IsAvailable ( UObject *const  WorldContextObject)
static

◆ Reconnect()

void UNakamaManager::Reconnect ( UObject *const  WorldContextObject)
static

◆ Shutdown()

void UNakamaManager::Shutdown ( )

◆ Tick()

bool UNakamaManager::Tick ( float  DeltaSeconds)

Member Data Documentation

◆ OnNakamaConnected

FNakamaConnectedSignature UNakamaManager::OnNakamaConnected

◆ OnNakamaFailedConnection

FNakamaFailedConnectionSignature UNakamaManager::OnNakamaFailedConnection

◆ SecretKey

FString UNakamaManager::SecretKey = "12345678"

The documentation for this class was generated from the following files: