#include <NakamaManager.h>
|
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 UNakamaManager * | Get (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) |
|
◆ 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 | ) |
|
◆ OnNakamaConnected
FNakamaConnectedSignature UNakamaManager::OnNakamaConnected |
◆ OnNakamaFailedConnection
FNakamaFailedConnectionSignature UNakamaManager::OnNakamaFailedConnection |
◆ SecretKey
FString UNakamaManager::SecretKey = "12345678" |
The documentation for this class was generated from the following files: