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{
"BuildId": "13144385",
"Modules":
{
"GameJoltPlugin": "UE4Editor-GameJoltPlugin.dll"
}
}

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{
"FileVersion": 3,
"Version": 14,
"VersionName": "1.8",
"FriendlyName": "GameJolt Plugin",
"Description": " This plugin allows you to communicate with the GameJolt-Servers to use Scoreboards, Sessions, Cloud-Data-Storage and more.",
"Category": "GameJolt",
"CreatedBy": "FreezerNick",
"CreatedByURL": "https://gamejolt.com/@FreezerNick",
"DocsURL": "https://gitlab.com/f2p-entertainment/plugins/ue4/gj/ue4-gamejoltapi/-/wikis/home",
"MarketplaceURL": "",
"SupportURL": "mailto:incoming+f2p-entertainment-plugins-ue4-gj-ue4-gamejoltapi-5318268-issue-@incoming.gitlab.com",
"EngineVersion": "4.25.0",
"CanContainContent": false,
"Installed": true,
"Modules": [
{
"Name": "GameJoltPlugin",
"Type": "Runtime",
"LoadingPhase": "Default"
}
]
}

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#pragma once
#include "CoreMinimal.h"
#include "Interfaces/IHttpRequest.h"
#include "Serialization/JsonSerializer.h"
#include "Serialization/JsonWriter.h"
#include "Dom/JsonValue.h"
#include "UEGameJoltAPI.generated.h"
/* Represents all possible requests */
UENUM(BlueprintType)
enum class EGameJoltComponentEnum : uint8
{
GJ_USER_AUTH UMETA(DisplayName = "Authorize User"),
GJ_USER_AUTOLOGIN UMETA(DisplayName = "Automatic Login"),
GJ_USER_FETCH UMETA(DisplayName = "Fetch Current User"),
GJ_USERS_FETCH UMETA(DisplayName = "Fetch Users"),
GJ_USER_FRIENDLIST UMETA(DisplayName = "Fetch Friendlist"),
GJ_SESSION_OPEN UMETA(DisplayName = "Open Session"),
GJ_SESSION_PING UMETA(DisplayName = "Ping Session"),
GJ_SESSION_CLOSE UMETA(DisplayName = "Close Session"),
GJ_SESSION_CHECK UMETA(DisplayName = "Check Session"),
GJ_TROPHIES_FETCH UMETA(DisplayName = "Fetch Trophies"),
GJ_TROPHIES_ADD UMETA(DisplayName = "Reward Trophy"),
GJ_TROHIES_REMOVE UMETA(DisplayName = "Remove Rewarded Trophy"),
GJ_SCORES_FETCH UMETA(DisplayName = "Fetch Scores"),
GJ_SCORES_ADD UMETA(DisplayName = "Add Score"),
GJ_SCORES_TABLE UMETA(DisplayName = "Fetch Tables"),
GJ_SCORES_RANK UMETA(DisplayName = "Fetch Rank of Highscore"),
GJ_DATASTORE_FETCH UMETA(DisplayName = "Fetch Data"),
GJ_DATASTORE_SET UMETA(DisplayName = "Set Data"),
GJ_DATASTORE_UPDATE UMETA(DisplayName = "Update Data"),
GJ_DATASTORE_REMOVE UMETA(DisplayName = "Fetch Keys"),
GJ_OTHER UMETA(DisplayName = "Other"),
GJ_TIME UMETA(DisplayName = "Fetch Server Time")
};
/* Represents the possible selections for "Fetch Trophies" (all, achieved, unachieved) */
UENUM(BlueprintType)
enum class EGameJoltAchievedTrophies : uint8
{
GJ_ACHIEVEDTROPHY_BLANK UMETA(DisplayName = "All Trophies"),
GJ_ACHIEVEDTROPHY_USER UMETA(DisplayName = "User Achieved Trophies"),
GJ_ACHIEVEDTROPHY_GAME UMETA(DisplayName = "Unachieved Trophies")
};
/** Represents the possible values for the status of a session
* https://gamejolt.com/game-api/doc/sessions/ping
*/
UENUM(BlueprintType)
enum class ESessionStatus : uint8
{
Active,
Idle
};
UENUM(BlueprintType)
enum class EDataStore : uint8
{
Global,
User
};
UENUM(BlueprintType)
enum class EDataOperation : uint8
{
add UMETA(DisplayName = "Add"),
substract UMETA(DisplayName = "Substract"),
multiply UMETA(DisplayName = "Multiply"),
divide UMETA(DisplayName = "Divide"),
append UMETA(DisplayName = "Append"),
prepend UMETA(DisplayName = "Prepend")
};
/* Contains all available information about a user */
USTRUCT(BlueprintType)
struct FUserInfo
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "User ID")
int32 S_User_ID;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "User type")
FString User_Type;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Username")
FString User_Name;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "User Avatar")
FString User_AvatarURL;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "User Signed up")
FString Signed_up;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "User Last Logged in")
FString Last_Logged_in;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "User Status")
FString status;
};
/* Contains all information about a trophy */
USTRUCT(BlueprintType)
struct FTrophyInfo
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trophy ID")
int32 Trophy_ID;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trophy's Name")
FString Name;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trophy's Description")
FString Description;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trophy's Difficulty")
FString Difficulty;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trophy's Image URL")
FString image_url;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Achieved Time")
FString achieved;
};
/* Contains all information about an entry in a scoreboard */
USTRUCT(BlueprintType)
struct FScoreInfo
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString ScoreString;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int32 ScoreSort;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString ExtraData;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString UserName;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int32 UserID;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString Guest;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString UnixTimestamp;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
struct FDateTime TimeStamp;
FScoreInfo()
{
TimeStamp = FDateTime::Now();
ScoreSort = 0;
UserID = 0;
}
};
/* Contains all information about a scoreboard */
USTRUCT(BlueprintType)
struct FScoreTableInfo
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Scoreboard Table ID")
int32 Id;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Scoreboard Table Name")
FString Name;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Scoreboard Table Description")
FString Description;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Scoreboard Table Primary")
FString Primary;
};
/* Generates a delegate for the OnGetResult event */
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnGetResult);
/* Generates a delegate for the OnFailed event */
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnFailed);
#pragma region Specific Delegate Declaration
/* Authorize User */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnUserAuthorized, bool, bIsLoggedIn);
/* Automatic Login */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnAutoLogin, bool, bIsLoggedIn);
/* Get Current User Info */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnUserFetched, FUserInfo, CurrentUserInfo);
/* Get User Info*/
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnUsersFetched, const TArray<FUserInfo>&, UserInfo);
/* Get Friendlist */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnFriendlistFetched, const TArray<int32>&, Friendlist);
/* Open Session */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnSessionOpened, bool, bIsSessionOpen);
/* Ping Session */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnSessionPinged, bool, bIsSessionStillOpen);
/* Close Session */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnSessionClosed, bool, bIsSessionClosed);
/* Check Session */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnSessionChecked, bool, bIsSessionStillOpen);
/* Fetch Trophies */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnTrophiesFetched, TArray<FTrophyInfo>, Trophies);
/* Remove Trophy */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnTrophyRemoved, bool, bWasRemoved);
/* Add Score */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnScoreAdded, bool, bWasScoreAdded);
/* Fetch Scoreboard */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnScoreboardFetched, const TArray<FScoreInfo>&, Scores);
/* Fetch Scoreboard Table */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnScoreboardTableFetched, TArray<FScoreTableInfo>, ScoreboardTable);
/* Fetch High-Score Rank */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnRankFetched, int32, Rank);
/* Fetch Time */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnTimeFetched, struct FDateTime, ServerTime);
#pragma endregion
/**
* Class to use the GameJoltAPI
* Is also internally used by an UUEGameJoltAPI instance as a carrier for response data
*/
UCLASS(BlueprintType, Blueprintable)
class GAMEJOLTPLUGIN_API UUEGameJoltAPI : public UObject
{
GENERATED_UCLASS_BODY()
private:
/**
* Callback for IHttpRequest::OnProcessRequestComplete()
* @param Request HTTP request pointer
* @param Response Response pointer
* @param bWasSuccessful Whether the request was successful or not
*/
void OnReady(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
/* Reset Data*/
void Reset();
void WriteObject(TSharedRef<TJsonWriter<TCHAR>> writer, FString key, FJsonValue* value);
public:
UObject* contextObject;
/* Prevents crashes in Get-Functions */
UPROPERTY(Transient)
class UWorld* World;
/* Allows usage of the World-Property */
virtual class UWorld* GetWorld() const override;
/* The username of the guest profile */
UPROPERTY(BlueprintReadWrite, Category = "GameJolt|User")
FString Guest_username;
/* Whether a user is currently logged in. Treated as a guest if false */
UPROPERTY(BlueprintReadOnly, Category = "GameJolt|User")
bool bIsLoggedIn;
/* An enum representing the last request send. Local 'Get' nodes don't count */
UPROPERTY(BlueprintReadWrite, Category = "GameJolt")
EGameJoltComponentEnum LastActionPerformed;
/* The actual field data */
TSharedPtr<FJsonObject> Data;
/* Contains the actual page content, as a string */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "GameJolt|Request")
FString Content;
/* Event which triggers when the content has been retrieved */
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events")
FOnGetResult OnGetResult;
/* Event which triggers when the request failed */
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events")
FOnFailed OnFailed;
#pragma region Specific Events
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnUserAuthorized OnUserAuthorized;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnAutoLogin OnAutoLogin;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnUserFetched OnUserFetched;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnUsersFetched OnUsersFetched;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnFriendlistFetched OnFriendlistFetched;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnSessionOpened OnSessionOpened;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnSessionPinged OnSessionPinged;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnSessionClosed OnSessionClosed;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnSessionChecked OnSessionChecked;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnTrophiesFetched OnTrophiesFetched;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnTrophyRemoved OnTrophyRemoved;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnScoreAdded OnScoreAdded;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnScoreboardFetched OnScoreboardFetched;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnScoreboardTableFetched OnScoreboardTableFetched;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnRankFetched OnRankFetched;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnTimeFetched OnTimeFetched;
#pragma endregion
/* Creates new data from the input string */
UFUNCTION(BlueprintCallable, meta = (DisplayName = "From String"), Category = "GameJolt|Request")
void FromString(const FString& dataString);
/**
* Creates a new instance of the UUEGameJoltAPI class, for use in Blueprint graphs.
* @param WorldContextObject The current context (default to self / this)
* @return A pointer to the newly created post data
**/
UFUNCTION(BlueprintPure, meta = (DisplayName = "Create GameJolt API Data", HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject"), Category = "GameJolt")
static UUEGameJoltAPI* Create(UObject* WorldContextObject);
/* GameID */
UPROPERTY(BlueprintReadOnly, meta = (DisplayName = "Your Game ID"), Category = "GameJolt")
int32 Game_ID;
/* Private Key */
UPROPERTY(BlueprintReadOnly, meta = (DisplayName = "Your Game Private Key"), Category = "GameJolt")
FString Game_PrivateKey;
/* Username */
UPROPERTY(BlueprintReadOnly, meta = (DisplayName = "Players Username"), Category = "GameJolt|User")
FString UserName;
private:
/* Token */
UPROPERTY()
FString UserToken;
public:
/* Properties for HTTP-Request*/
UPROPERTY(BlueprintReadWrite, meta = (DisplayName = "GameJolt API Server"), Category = "GameJolt|Request")
FString GJAPI_SERVER;
UPROPERTY(BlueprintReadWrite, meta = (DisplayName = "GameJolt API Root"), Category = "GameJolt|Request")
FString GJAPI_ROOT;
UPROPERTY(BlueprintReadWrite, meta = (DisplayName = "GameJolt API Version"), Category = "GameJolt|Request")
FString GJAPI_VERSION;
/* End of Properties */
/* Public Functions */
/**
* Sets information needed for all requests
* You can find these values in the GameJolt API section of your game's dashboard
* @param PrivateKey The private key of your game
* @param GameID The id of your game
* @param AutoLogin Whether to check for passed credentials by the GameJolt client or not
* @return Whether the .gj-crendential file was found or not. Also false if AutoLogin is false
**/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Init", AdvancedDisplay=2), Category = "GameJolt")
bool Init(const int32 GameID, const FString PrivateKey, const bool AutoLogin);
private:
void AutoLogin(const FString Username, const FString Token);
#pragma region Session
/**
* Opens a session. You'll have to ping it manually with a timer
* @return True if the request succeded, false if not
**/
UFUNCTION(BlueprintCallable, meta = (DislayName = "Open Session"), Category = "GameJolt|Sessions")
bool OpenSession();
/**
* Pings the Session. Every 30 to 60 seconds is good.
* @param SessionStatus The status of the session. Can be "Active" or "Idle"
* @return True if the request succeded, false if not
**/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Ping Session"), Category = "GameJolt|Sessions")
bool PingSession(ESessionStatus SessionStatus);
/**
* Closes the session
* @return True if the request succeded, false if not
**/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Close Session"), Category = "GameJolt|Sessions")
bool CloseSession();
/**
* Fetches the current session status
* @return True if the request succeded, false if not
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Fetch Session Status"), Category = "GameJolt|Sessions")
bool CheckSession();
/**
* Gets the current session status
* @return Whether the session is open or not. Also false if any error occurred
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Get Session Status"), Category = "GameJolt|Sessions")
bool GetSessionStatus();
#pragma endregion
/**
* Gets the time of the GameJolt servers
* @return True if the request succeded, false if not
**/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Fetch Server Time"), Category = "GameJolt|Misc")
bool FetchServerTime();
/**
* Puts the requested server time in a readable format
* UUEGameJoltAPI::FetchServerTime has to be called before this function
* @return The server time in a FDateTime struct
*/
UFUNCTION(BlueprintPure, meta = (DisplayName = "Read Server Time"), Category = "GameJolt|Misc")
struct FDateTime ReadServerTime();
#pragma region User
/**
* Sends a request to authentificate the user
* Call UUEGameJoltAPI::isUserAuthorize / Is User Login to check whether the authorization was successful or not
* @param Name The username - case insensitive
* @param Token The token - case insensitive
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Login"), Category = "GameJolt|User")
void Login(const FString Name, const FString Token);
/**
* Checks if the authentification was succesful
* @return True if the user could be logged in, false if not
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Is User Login"), Category = "GameJolt|User")
bool isUserAuthorize();
/* Resets user related properties */
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Logoff User"), Category = "GameJolt|User")
void LogOffUser();
/**
* Gets information about the current user
* @return True if it the request succeded and false if it failed
**/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Fetch Current User Info"), Category = "GameJolt|User")
bool FetchUser();
/**
* Fetches an array of users
* @param Users An array (int32) representing the user ids
* @return True if the request succeded, false if not
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Fetch Users"), Category = "GameJolt|User")
bool FetchUsers(const TArray<int32> Users);
/**
* Gets a single or an array of users and puts them in an array of FUserInfo structs
* @return An array with the FUserInfo structs
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Get User Info"), Category = "GameJolt|User")
TArray<FUserInfo> GetUserInfo();
/**
* Fetches the friendlist of the current user
* @return True if the request could be send, false if not
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Fetch Friendlist"), Category = "GameJolt|User")
bool FetchFriendlist();
/**
* Returns the fetched friendlist
* @warning Call FetchFriendlist first
* @return The user ids of all friends
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Get Friendlist"), Category = "GameJolt|User")
TArray<int32> GetFriendlist();
#pragma endregion
#pragma region Trophies
/**
* Awards the current user a trophy
* @return True if the request succeded, false if not
**/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Reward Trophies"), Category = "GameJolt|Trophies")
bool RewardTrophy(const int32 Trophy_ID);
/**
* Gets information for all trophies
* This is meant for the use in Blueprints
* It's just a wrapper around FetchTrophies with an empty TArray as an parameter
* You can call UUEGameJoltAPI::FetchTrophies directly
**/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Fetch All Trophies"), Category = "GameJolt|Trophies")
void FetchAllTrophies(const EGameJoltAchievedTrophies AchievedType);
/**
* Gets information for the selected trophies
* @param AchievedType Whether only achieved, unachieved or all trophies should be fetched
* @param Tropies_ID An array of trophy IDs. An empty array will return all trophies
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Fetch Trophies"), Category = "GameJolt|Trophies")
void FetchTrophies(const EGameJoltAchievedTrophies AchievedType, const TArray<int32> Trophy_IDs);
/**
* Gets the trophy information from the fetched trophies
* @return Array of FTrophyInfo structs for all fetched trophies
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Get Trophies"), Category = "GameJolt|Trophies")
TArray<FTrophyInfo> GetTrophies();
/**
* Unachieved the specified trophy for the curernt user
* @param Trophy_ID The ID of the trophy to be unachieved
* @return Whether the request could be send or not
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Remove Rewarded Trophy"), Category = "GameJolt|Trophies")
bool RemoveRewardedTrophy(const int32 Trophy_ID);
/**
* Checks the success of a trophy removal
* @return Whether the trophy was successfuly remove or not
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Check Trophy Removal Status"), Category = "GameJolt|Trophies")
bool GetTrophyRemovalStatus();
#pragma endregion
#pragma region Scores
/**
* Returns a list of scores either for a user or globally for a game
* @param ScoreLimit The amount of scores you want to fetch. Default is 10, maximum is 100
* @param Table_id The ID of the score table
* @param BetterThan Fetch only scores better than this score sort value
* @param WorseThan Fetch only scores worse than this score sort value
* @return True if the request succeded, false if not
**/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Fetch Scoreboard"), Category = "GameJolt|Scoreboard")
bool FetchScoreboard(const int32 ScoreLimit, const int32 Table_id, const int32 BetterThan, const int32 WorseThan);
/**
* Gets the list of scores fetched with FetchScoreboard
* @return An array of FScoreInfo structs for all entries
**/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Get Scoreboard"), Category = "GameJolt|Scoreboard")
TArray<FScoreInfo> GetScoreboard();
/**
* Adds an entry to a scoreboard
* @param UserScore A String value associated with the score. Example: "234 Jumps".
* @param UserScore_Sort An integer sorting value associated with the score. All sorting will work off of this number. Example: "234".
* @param GuestUser The guest's name. Leave blank if you're storing for a user.
* @param extra_data If there's any extra data you would like to store (as a string), you can use this variable. This data is never shown to the user.
* @param table_id The id of the high score table that you want to submit to. If left blank the score will be submitted to the primary high score table.
* @return True if the request succeded, false if not
**/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Add Score to Scoreboard"), Category = "GameJolt|Scoreboard")
bool AddScore(const FString UserScore, const int32 UserScore_Sort, const FString GuestUser, const FString extra_data, const int32 table_id);
/**
* Returns a list of high score tables for a game.
* @return True if it the request succeded and false if it failed
**/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Fetch Scoreboard Table"), Category = "GameJolt|Scoreboard")
bool FetchScoreboardTable();
/**
* Gets a list of high score tables for a game and puts them in an array of FScoreTableInfo structs
* @return A array of FScoreTableInfo structs
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Get Scoreboard Table"), Category = "GameJolt|Scoreboard")
TArray<FScoreTableInfo> GetScoreboardTable();
/**
* Fetches the rank of the specified score
* Use "Get Rank of Score" / GetRank or the OnGetRank delegate to read the results
* @param Score The numeric score value to look for
* @param TableID The ID of the scoreboard to search. '0' means primary table
* @return Whether the request could be send successfully or not
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Fetch Rank of Score"), Category = "GameJolt|Scoreboard")
bool FetchRank(const int32 Score, const int32 TableID);
/**
* Gets the rank of a highscore from the response data
*
* If the score is not represented by any rank on the score table, the request will return the rank that is closest to the requested score.
*
* @warning Make sure to call "Fetch Rank of Score" / FetchRank before this
* @return The rank of the score
*/
UFUNCTION(BlueprintPure, meta = (DisplayName = "Get Rank of Score"), Category = "GameJolt|Scoreboard")
int32 GetRank();
#pragma endregion
#pragma region Data-Store
/**
* Either posts data for a new key or changes data for an existing one.
* @param Type Whether to store the key/value pair for all users (global) or for the current user (user)
* @param Key The key/label for the data
* @param Data The actual data to store
*/
UFUNCTION(BlueprintCallable)
void SetData(EDataStore Type, const FString Key, const FString Data);
/**
* Tries to fetch the data stored under the specified key
* @param Type Whether to fetch a global key/value pair or a key/value pair stored for the current user
* @param Key The key/label of the data
*/
UFUNCTION(BlueprintCallable)
void FetchData(EDataStore Type, FString Key);
/**
* Updates already stored data
* @param Type Whether to update a global key/value pair or a key/value pair stored of the current user
* @param Key The key of the data to update
* @param Operation The operation that should be performed on the data
* @param Value The value for the selected operation
*/
UFUNCTION(BlueprintCallable)
void UpdateData(EDataStore Type, const FString Key, EDataOperation Operation, const FString Value);
/**
* Deletes the data stored under the specified key
* @param Type Whether to remove a global key/value pair or a key/value pair stored for the current user
* @param Key The key of the data to remove
*/
UFUNCTION(BlueprintCallable)
void RemoveData(EDataStore Type, const FString Key);
/**
* Gets the fetched data and converts them to a string or an integer (if possible)
* @param Success Whether the data was found
* @param DataAsString The fetched data as a string
* @param DataAsInt The fetched data as an integer (0 if conversion was not possible)
*/
UFUNCTION(BlueprintCallable)
void GetData(bool& Success, FString& DataAsString, int32& DataAsInt);
#pragma endregion
#pragma region Utility
/* Sends Request */
UFUNCTION(Blueprintcallable, meta = (Displayname = " Send Request"), Category = "GameJolt|Request|Advanced")
bool SendRequest(const FString& output, FString url, bool bAppendUserInfo = true);
/** Gets nested post data from the object with the specified key
* @param key The key of the post data value
* @return The value as an UUEGameJoltAPI object reference / pointer
*/
UFUNCTION(BlueprintPure, meta = (DisplayName = "Get Data Field", HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject"), Category = "GameJolt|Request|Advanced")
UUEGameJoltAPI* GetObject(const FString& key);
/** Gets a string from the object with the specified key
* @param key The key of the string value
* @return The value as a string
*/
UFUNCTION(BlueprintPure, meta = (DisplayName = "Get String Field"), Category = "GameJolt|Request|Advanced")
FString GetString(const FString& key) const;
/** Gets a bool from the object with the specified key
* @param key The key of the bool value
* @return The value as a bool
*/
UFUNCTION(BlueprintPure, meta = (DisplayName = "Get Bool Field"), Category = "GameJolt|Request|Advanced")
bool GetBool(const FString& key) const;
/** Gets an integer from the object with the specified key
* @param key The key of the integer value
* @return The value as an integer
*/
UFUNCTION(BlueprintPure, meta = (DisplayName = "Get Int Field"), Category = "GameJolt|Request|Advanced")
int32 GetInt(const FString& key) const;
/**
* Gets a string array of all keys from the post data
* @return An array with all keys
*/
UFUNCTION(Blueprintpure, meta = (Displayname = "Get Object Keys", HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject"), Category = "GameJolt|Request|Advanced")
TArray<FString> GetObjectKeys(UObject* WorldContextObject);
/**
* Gets an array fromt the post data
* @param key The key of the array
* @return The array assigned to the key
**/
UFUNCTION(BlueprintPure, meta = (DisplayName = "Get Object Array Field", HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject"), Category = "GameJolt|Request|Advanced")
TArray<UUEGameJoltAPI*> GetObjectArray(UObject* WorldContextObject, const FString& key);
#pragma endregion
};

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@ -0,0 +1,40 @@
using UnrealBuildTool;
using System.IO;
namespace UnrealBuildTool.Rules
{
public class GameJoltPlugin : ModuleRules
{
public GameJoltPlugin(ReadOnlyTargetRules Target) : base (Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Classes"));
PrivateIncludePaths.Add(Path.Combine(ModuleDirectory, "Private"));
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"HTTP",
"CoreUObject",
"Engine",
"Json",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Engine",
"Core",
"CoreUObject",
"HTTP",
"JSON",
}
);
}
}
}

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#include "GameJoltPluginModule.h"
DEFINE_LOG_CATEGORY(GJAPI);
void GameJoltPlugin::StartupModule()
{
}
void GameJoltPlugin::ShutdownModule()
{
}
IMPLEMENT_MODULE(FDefaultGameModuleImpl, GameJoltPlugin);

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@ -0,0 +1,17 @@
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
DECLARE_LOG_CATEGORY_EXTERN(GJAPI, Log, All);
class GAMEJOLTPLUGIN_API GameJoltPlugin : public IModuleInterface
{
private:
public:
GameJoltPlugin();
virtual void StartupModule() override;
virtual void ShutdownModule() override;
};

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#include "UEGameJoltAPI.h"
#include "Engine/Engine.h"
#include "HttpModule.h"
#include "Interfaces/IHttpResponse.h"
#include "Dom/JsonObject.h"
#include "Serialization/JsonReader.h"
#include "GameJoltPluginModule.h"
#include "Misc/DateTime.h"
#include "Engine/World.h"
#include "Misc/Paths.h"
#include "Misc/FileHelper.h"
/* Constructor */
UUEGameJoltAPI::UUEGameJoltAPI(const class FObjectInitializer& PCIP) : Super(PCIP)
{
Reset();
bIsLoggedIn = false;
GJAPI_SERVER = "api.gamejolt.com";
GJAPI_ROOT = "/api/game/";
GJAPI_VERSION = "v1_2";
Game_ID = 0;
Game_PrivateKey = "";
LastActionPerformed = EGameJoltComponentEnum::GJ_USER_AUTH;
}
/* Prevents crashes within 'Get...' functions */
UWorld* UUEGameJoltAPI::GetWorld() const
{
return World;
}
/* Sets information needed for all requests */
bool UUEGameJoltAPI::Init(const int32 GameID, const FString PrivateKey, const bool AutoLogin = false)
{
Game_ID = GameID;
Game_PrivateKey = PrivateKey;
if(!AutoLogin)
{
UE_LOG(GJAPI, Log, TEXT("Autologin is turned off!"));
return false;
}
if(!FPaths::FileExists(FPaths::Combine(FPaths::ProjectDir(), TEXT(".gj-credentials"))))
return false;
TArray<FString> strings;
FFileHelper::LoadFileToStringArray(strings, *FPaths::Combine(FPaths::ProjectDir(), TEXT(".gj-credentials")));
this->AutoLogin(strings[1], strings[2]);
return true;
}
void UUEGameJoltAPI::AutoLogin(const FString Name, const FString Token)
{
FString output;
UserName = Name;
UserToken = Token;
LastActionPerformed = EGameJoltComponentEnum::GJ_USER_AUTOLOGIN;
SendRequest(output, "/users/auth/?");
}
/* Gets the time of the GameJolt servers */
bool UUEGameJoltAPI::FetchServerTime()
{
FString output;
LastActionPerformed = EGameJoltComponentEnum::GJ_TIME;
return SendRequest(output, "/time/?", false);
}
/* Puts the requested server time in a readable format */
FDateTime UUEGameJoltAPI::ReadServerTime()
{
UUEGameJoltAPI* responseField = NULL;
responseField = GetObject("response");
if (responseField == NULL)
{
UE_LOG(GJAPI, Error, TEXT("responseField Return Null"));
return FDateTime();
}
if(!responseField->GetBool("success"))
{
UE_LOG(GJAPI, Error, TEXT("Can't read time: Request failed!"));
if(responseField->GetString("message") != "")
{
UE_LOG(GJAPI, Error, TEXT("Error message: %s"), *responseField->GetString("message"));
}
return FDateTime();
}
int32 Year = responseField->GetInt("year");
int32 Month = responseField->GetInt("month");
int32 Day = responseField->GetInt("day");
int32 Hour = responseField->GetInt("hour");
int32 Minute = responseField->GetInt("minute");
int32 Second = responseField->GetInt("second");
return FDateTime(Year, Month, Day, Hour, Minute, Second);
}
/* Creates a new instance of the UUEGameJoltAPI class, for use in Blueprint graphs. */
UUEGameJoltAPI* UUEGameJoltAPI::Create(UObject* WorldContextObject) {
// Get the world object from the context
UWorld* World = GEngine->GetWorldFromContextObjectChecked(WorldContextObject);
// Construct the object and return it
UUEGameJoltAPI* fieldData = NewObject<UUEGameJoltAPI>((UUEGameJoltAPI*)GetTransientPackage(), UUEGameJoltAPI::StaticClass());
fieldData->contextObject = WorldContextObject;
fieldData->World = World;
return fieldData;
}
/* Sends a request to authentificate the user */
void UUEGameJoltAPI::Login(const FString name, const FString token)
{
FString output;
FString GameIDString = FString::FromInt(Game_ID);
LastActionPerformed = EGameJoltComponentEnum::GJ_USER_AUTH;
UserName = name;
UserToken = token;
SendRequest(output, "/users/auth/?");
}
/* Checks if the authentification was succesful */
bool UUEGameJoltAPI::isUserAuthorize()
{
bool outAuthorize;
UUEGameJoltAPI* responseField = NULL;
responseField = GetObject("response");
if (responseField == NULL)
{
UE_LOG(GJAPI, Error, TEXT("responseField Return Null"));
return false;
}
outAuthorize = responseField->GetBool("success");
if (!outAuthorize)
{
bIsLoggedIn = false;
UE_LOG(GJAPI, Error, TEXT("Couldn't authenticate user. Message: %s"), *responseField->GetString("message"));
return false;
}
bIsLoggedIn = true;
return true;
}
/* Gets information the current user */
bool UUEGameJoltAPI::FetchUser()
{
bool ret = false;
FString output;
LastActionPerformed = EGameJoltComponentEnum::GJ_USER_FETCH;
ret = SendRequest(output, "/users/?username=" + UserName, false);
if (!ret)
{
UE_LOG(GJAPI, Error, TEXT("Could not fetch user."));
return false;
}
return true;
}
/* Fetches an array of users */
bool UUEGameJoltAPI::FetchUsers(const TArray<int32> Users)
{
FString output;
LastActionPerformed = EGameJoltComponentEnum::GJ_USERS_FETCH;
FString UserIDs = "";
for(const int32 UserID : Users)
UserIDs.Append(FString::FromInt(UserID) + ",");
return SendRequest(output, "/users/?user_id=" + UserIDs, false);
}
/* Fetches the friendlist of the current user */
bool UUEGameJoltAPI::FetchFriendlist()
{
FString output;
LastActionPerformed = EGameJoltComponentEnum::GJ_USER_FRIENDLIST;
return SendRequest(output, "/friends/?");
}
/* Gets the friendlist */
TArray<int32> UUEGameJoltAPI::GetFriendlist()
{
TArray<UUEGameJoltAPI*> returnArray = GetObject("response")->GetObjectArray(GetObject("response"), "friends");
TArray<int32> returnIDs;
for(int i = 0; i < returnArray.Num(); i++)
returnIDs.Add(returnArray[i]->GetInt("friend_id"));
return returnIDs;
}
/* Resets user related properties */
void UUEGameJoltAPI::LogOffUser()
{
bIsLoggedIn = false;
UserName = "";
UserToken = "";
}
/* Opens a session */
bool UUEGameJoltAPI::OpenSession()
{
FString output;
FString GameIDString;
GameIDString = FString::FromInt(Game_ID);
LastActionPerformed = EGameJoltComponentEnum::GJ_SESSION_OPEN;
return SendRequest(output, "/sessions/open/?");
}
/* Pings the session */
bool UUEGameJoltAPI::PingSession(ESessionStatus SessionStatus)
{
FString output;
FString SessionString = SessionStatus == ESessionStatus::Active ? FString("active") : FString("idle");
FString GameIDString = FString::FromInt(Game_ID);
LastActionPerformed = EGameJoltComponentEnum::GJ_SESSION_PING;
return SendRequest(output, "/sessions/ping/?status=" + SessionString);
}
/* Closes the session */
bool UUEGameJoltAPI::CloseSession()
{
FString output;
FString GameIDString;
GameIDString = FString::FromInt(Game_ID);
LastActionPerformed = EGameJoltComponentEnum::GJ_SESSION_CLOSE;
return SendRequest(output, "/sessions/close/?");
}
/* Fetches the session status */
bool UUEGameJoltAPI::CheckSession()
{
FString output;
LastActionPerformed = EGameJoltComponentEnum::GJ_SESSION_CHECK;
return SendRequest(output, "/sessions/check/?");
}
/* Gets the session status */
bool UUEGameJoltAPI::GetSessionStatus()
{
UUEGameJoltAPI* Response = GetObject("response");
if(!Response)
{
UE_LOG(GJAPI, Error, TEXT("Response invalid in GetSessionStatus. Was ist called to early?"));
return false;
}
return Response->GetBool("success");
}
/* Gets an array of users and puts them in an array of FUserInfo structs */
TArray<FUserInfo> UUEGameJoltAPI::GetUserInfo()
{
TArray<UUEGameJoltAPI*> returnArray = GetObject("response")->GetObjectArray(GetObject("response"), "users");
TArray<FUserInfo> returnUserInfo;
FUserInfo tempUser;
for (int i = 0; i< returnArray.Num(); i++)
{
tempUser.S_User_ID = returnArray[i]->GetInt("id");
tempUser.User_Name = returnArray[i]->GetString("username");
tempUser.User_Type = returnArray[i]->GetString("type");
tempUser.User_AvatarURL = returnArray[i]->GetString("avatar_url");
tempUser.Signed_up = returnArray[i]->GetString("signed_up");
tempUser.Last_Logged_in = returnArray[i]->GetString("last_logged_in");
tempUser.status = returnArray[i]->GetString("status");
returnUserInfo.Add(tempUser);
}
return returnUserInfo;
}
/* Awards the current user a trophy */
bool UUEGameJoltAPI::RewardTrophy(const int32 Trophy_ID)
{
bool ret = true;
FString output;
FString GameIDString;
FString TrophyIDString;
GameIDString = FString::FromInt(Game_ID);
if (!bIsLoggedIn)
{
UE_LOG(GJAPI, Error, TEXT("User is not logged in"));
return false;
}
TrophyIDString = FString::FromInt(Trophy_ID);
LastActionPerformed = EGameJoltComponentEnum::GJ_TROPHIES_ADD;
ret = SendRequest(output, "/trophies/add-achieved/?trophy_id=" + TrophyIDString);
return true;
}
/* Gets information for all trophies */
void UUEGameJoltAPI::FetchAllTrophies(const EGameJoltAchievedTrophies AchievedType)
{
TArray<int32> Trophies;
FetchTrophies(AchievedType, Trophies);
}
/* Gets information for the selected trophies */
void UUEGameJoltAPI::FetchTrophies(const EGameJoltAchievedTrophies AchievedType, const TArray<int32> Trophy_IDs)
{
TArray<FTrophyInfo> returnTrophies;
bool ret = true;
FString output;
FString TrophyIDString;
FString AchievedString;
if (!bIsLoggedIn)
{
UE_LOG(GJAPI, Error, TEXT("User is not logged in!"));
return;
}
LastActionPerformed = EGameJoltComponentEnum::GJ_TROPHIES_FETCH;
if(AchievedType == EGameJoltAchievedTrophies::GJ_ACHIEVEDTROPHY_GAME){
AchievedString ="false";
}
else
{
AchievedString = "true";
}
for (int32 i = 0; i < Trophy_IDs.Num(); i++){
TrophyIDString += FString::FromInt(Trophy_IDs[i]);
if (i != Trophy_IDs.Num()-1)
{
TrophyIDString += TEXT(",");
}
}
if (AchievedType == EGameJoltAchievedTrophies::GJ_ACHIEVEDTROPHY_BLANK)//if We Want to get all trophies
{
ret = SendRequest(output, "/trophies/?" + (Trophy_IDs.Num() > 0 ? "&trophy_id=" : "" + TrophyIDString));
}
else //if We Want to get what trophies the User achieved have Not Achieved
{
ret = SendRequest(output, "/trophies/?achieved=" + AchievedString +
(Trophy_IDs.Num() > 0 ? "&trophy_id=" : "" + TrophyIDString));
}
if (!ret)
{
UE_LOG(GJAPI, Error, TEXT("Could not fetch trophies."));
return;
}
return;
}
/* Gets the trophy information from the fetched trophies */
TArray<FTrophyInfo> UUEGameJoltAPI::GetTrophies()
{
TArray<FTrophyInfo> returnTrophy;
TArray<UUEGameJoltAPI*> returnArray = GetObject("response")->GetObjectArray(GetObject("response"), "trophies");
FTrophyInfo tempTrophies;
for (int i = 0; i< returnArray.Num(); i++)
{
tempTrophies.Trophy_ID = returnArray[i]->GetInt("id");
tempTrophies.Name = returnArray[i]->GetString("title");
tempTrophies.Description = returnArray[i]->GetString("description");
tempTrophies.Difficulty = returnArray[i]->GetString("difficulty");
tempTrophies.image_url = returnArray[i]->GetString("image_url");
tempTrophies.achieved = returnArray[i]->GetString("achieved");
returnTrophy.Add(tempTrophies);
}
return returnTrophy;
}
/* Unachieves a trophy */
bool UUEGameJoltAPI::RemoveRewardedTrophy(const int32 Trophy_ID)
{
FString output;
LastActionPerformed = EGameJoltComponentEnum::GJ_TROHIES_REMOVE;
return SendRequest(output, "/trophies/remove-achieved/?trophy_id=" + FString::FromInt(Trophy_ID));
}
/* Checks if the trophy removel was successful */
bool UUEGameJoltAPI::GetTrophyRemovalStatus()
{
UUEGameJoltAPI* Response = GetObject("response");
if(!Response)
{
UE_LOG(GJAPI, Error, TEXT("Response invalid in GetTrophyRemovalStatus. Was ist called to early?"));
return false;
}
return Response->GetBool("success");
}
/* Returns a list of scores either for a user or globally for a game */
bool UUEGameJoltAPI::FetchScoreboard(const int32 ScoreLimit, const int32 Table_id, const int32 BetterThan, const int32 WorseThan)
{
TArray<FTrophyInfo> returnTrophies;
bool ret = true;
FString output;
FString GameIDString;
FString TableIDString;
FString ScoreLimitString;
GameIDString = FString::FromInt(Game_ID);
TableIDString = FString::FromInt(Table_id);
ScoreLimitString = FString::FromInt(ScoreLimit);
LastActionPerformed = EGameJoltComponentEnum::GJ_SCORES_FETCH;
ret = SendRequest(output, TEXT("/scores/?game_id=") + GameIDString +
(!UserName.IsEmpty() || !bIsLoggedIn ? "&username=" : "") + UserName +
(bIsLoggedIn ? "&user_token=" : "") + UserToken +
(ScoreLimit > 0 ? "&limit=" + ScoreLimitString : "") +
(Table_id > 0 ? "&table_id=" + TableIDString : "") +
(BetterThan > 0 ? "&better_than=" + FString::FromInt(BetterThan) : "") +
(WorseThan > 0 ? "&worse_than=" + FString::FromInt(WorseThan) : ""));
if (!ret)
{
UE_LOG(GJAPI, Error, TEXT("Could not fetch scoreboard."));
return false;
}
return true;
}
/* Gets the list of scores fetched with FetchScoreboard */
TArray<FScoreInfo> UUEGameJoltAPI::GetScoreboard()
{
TArray<FScoreInfo> returnScoreInfo;
TArray<UUEGameJoltAPI*> returnArray = GetObject("response")->GetObjectArray(GetObject("response"), "scores");
FScoreInfo tempScore;
for (int i = 0; i < returnArray.Num(); i++)
{
tempScore.ScoreSort = returnArray[i]->GetInt("sort");
tempScore.ScoreString = returnArray[i]->GetString("score");
tempScore.ExtraData = returnArray[i]->GetString("extra_data");
tempScore.UserName = returnArray[i]->GetString("user");
tempScore.UserID = returnArray[i]->GetInt("user_id");
tempScore.Guest = returnArray[i]->GetString("guest");
tempScore.UnixTimestamp = returnArray[i]->GetString("stored");
tempScore.TimeStamp = FDateTime::FromUnixTimestamp(returnArray[i]->GetInt("stored"));
returnScoreInfo.Add(tempScore);
}
return returnScoreInfo;
}
/* Adds an entry to a scoreboard */
bool UUEGameJoltAPI::AddScore(const FString UserScore, const int32 UserScore_Sort, const FString GuestUser, const FString extra_data, const int32 table_id)
{
bool ret = true;
FString output;
FString GameIDString;
FString TableIDString;
GameIDString = FString::FromInt(Game_ID);
TableIDString = FString::FromInt(table_id);
LastActionPerformed = EGameJoltComponentEnum::GJ_SCORES_ADD;
ret = SendRequest(output, "/scores/add/?score=" + UserScore +
TEXT("&sort=") + FString::FromInt(UserScore_Sort) +
(!UserName.IsEmpty() || bIsLoggedIn ? "&username=" : "") + UserName +
(bIsLoggedIn ? "&user_token=" : "") + UserToken +
(!bIsLoggedIn ? "&guest=" : "") + GuestUser +
(!extra_data.IsEmpty() ? "&extra_data=" : "") + extra_data +
(table_id > 0 ? "&table_id=" : "") + (table_id > 0 ? TableIDString : ""));
if (!ret)
{
UE_LOG(GJAPI, Error, TEXT("Failed to add user's score"));
return false;
}
return true;
}
/* Fetches all scoreboard tables */
bool UUEGameJoltAPI::FetchScoreboardTable()
{
bool ret = true;
FString output;
FString GameIDString;
GameIDString = FString::FromInt(Game_ID);
LastActionPerformed = EGameJoltComponentEnum::GJ_SCORES_TABLE;
ret = SendRequest(output, "/scores/tables/?");
if (!ret)
{
UE_LOG(GJAPI, Error, TEXT("Could not fetch scoreboard table"));
return false;
}
return true;
}
/* Creates an array of FScoreTableInfo structs for all scoreboards of the game */
TArray<FScoreTableInfo> UUEGameJoltAPI::GetScoreboardTable()
{
TArray<FScoreTableInfo> returnTableinfo;
FScoreTableInfo tempTable;
TArray<UUEGameJoltAPI*> returnArray = GetObject("response")->GetObjectArray(GetObject("response"), "tables");
for (int i = 0; i < returnArray.Num(); i++)
{
tempTable.Id = returnArray[i]->GetInt("id");
tempTable.Name = returnArray[i]->GetString("name");
tempTable.Description = returnArray[i]->GetString("description");
tempTable.Primary = returnArray[i]->GetString("primary");
returnTableinfo.Add(tempTable);
}
return returnTableinfo;
}
/* Fetches the rank of a highscore */
bool UUEGameJoltAPI::FetchRank(const int32 Score, const int32 TableID = 0)
{
LastActionPerformed = EGameJoltComponentEnum::GJ_SCORES_RANK;
FString output;
return SendRequest(output, "/scores/get-rank/?sort=" + FString::FromInt(Score) + ((TableID != 0) ? ("&table_id=" + FString::FromInt(TableID)) : ""));
}
/* Gets the rank of a highscore from the response */
int32 UUEGameJoltAPI::GetRank()
{
UUEGameJoltAPI* response = GetObject("response");
if(!response)
{
UE_LOG(GJAPI, Error, TEXT("Response in GetRank is invalid! Was it called to early? LastActionPerformed is %s"), *UEnum::GetValueAsString<EGameJoltComponentEnum>(LastActionPerformed));
return 0;
}
return GetObject("response")->GetInt("rank");
}
#pragma region Data-Store
void UUEGameJoltAPI::SetData(EDataStore Type, FString key, FString data)
{
FString output;
LastActionPerformed = EGameJoltComponentEnum::GJ_DATASTORE_SET;
SendRequest(output, "/data-store/set/?key=" + key + "&data=" + data, Type == EDataStore::User);
}
void UUEGameJoltAPI::FetchData(EDataStore Type, FString key)
{
FString output;
LastActionPerformed = EGameJoltComponentEnum::GJ_DATASTORE_FETCH;
SendRequest(output, "/data-store/?key=" + key, Type == EDataStore::User);
}
void UUEGameJoltAPI::UpdateData(EDataStore Type, FString key, EDataOperation Operation, FString value)
{
FString output;
LastActionPerformed = EGameJoltComponentEnum::GJ_DATASTORE_UPDATE;
SendRequest(output, "/data-store/update/?key=" + key + "&value=" + value + "&operation=" + UEnum::GetValueAsString<EDataOperation>(Operation).RightChop(16), Type == EDataStore::User);
}
void UUEGameJoltAPI::RemoveData(EDataStore Type, FString key)
{
FString output;
LastActionPerformed = EGameJoltComponentEnum::GJ_DATASTORE_REMOVE;
SendRequest(output, "/data-store/remove/?key=" + key, Type == EDataStore::User);
}
void UUEGameJoltAPI::GetData(bool& Success, FString& DataAsString, int32& DataAsInt)
{
DataAsString = "";
DataAsInt = 0;
UUEGameJoltAPI* response = GetObject("response");
if(!response)
{
Success = false;
return;
}
Success = response->GetBool("success");
if(!Success)
return;
DataAsString = response->GetString("data");
DataAsInt = response->GetInt("data");
}
#pragma endregion
/* Gets nested post data from the object with the specified key */
UUEGameJoltAPI* UUEGameJoltAPI::GetObject(const FString& key)
{
UUEGameJoltAPI* fieldObj = NULL;
// Try to get the object field from the data
const TSharedPtr<FJsonObject> *outPtr;
if (!Data->TryGetObjectField(*key, outPtr)) {
// Throw an error and return NULL when the key could not be found
UE_LOG(GJAPI, Error, TEXT("Entry '%s' not found in the field data!"), *key);
return NULL;
}
// Create a new field data object and assign the data
fieldObj = UUEGameJoltAPI::Create(contextObject);
fieldObj->Data = *outPtr;
// Return the newly created object
return fieldObj;
}
/* Gets a string field */
FString UUEGameJoltAPI::GetString(const FString& key) const
{
FString outString;
if (!Data->TryGetStringField(*key, outString))
{
UE_LOG(GJAPI, Error, TEXT("Entry '%s' not found in the field data!"), *key);
return "";
}
return outString;
}
/* Gets a bool field */
bool UUEGameJoltAPI::GetBool(const FString& key)const
{
bool outBool;
if (!Data->TryGetBoolField(*key,outBool))
{
UE_LOG(GJAPI, Error, TEXT("Entry '%s' not found in the field data!"), *key);
return false;
}
return outBool;
}
/* Gets an integer field */
int32 UUEGameJoltAPI::GetInt(const FString& key) const
{
int32 outInt;
if (!Data->TryGetNumberField(*key, outInt))
{
UE_LOG(GJAPI, Error, TEXT("Entry '%s' not found in the field data!"), *key);
return 0;
}
return outInt;
}
/* Gets a string array of all keys from the post data */
TArray<FString> UUEGameJoltAPI::GetObjectKeys(UObject* WorldContextObject)
{
TArray<FString> stringArray;
for (auto currJsonValue = Data->Values.CreateConstIterator(); currJsonValue; ++currJsonValue) {
stringArray.Add((*currJsonValue).Key);
}
// Return the array, will be empty if unsuccessful
return stringArray;
}
/* Gets an array of post data */
TArray<UUEGameJoltAPI*> UUEGameJoltAPI::GetObjectArray(UObject* WorldContextObject, const FString& key)
{
TArray<UUEGameJoltAPI*> objectArray;
// Try to fetch and assign the array to the array pointer
const TArray<TSharedPtr<FJsonValue>> *arrayPtr;
if (Data->TryGetArrayField(*key, arrayPtr)) {
// Iterate through the input array and create new post data objects for every entry and add them to the objectArray
for (int32 i = 0; i < arrayPtr->Num(); i++) {
UUEGameJoltAPI* pageData = Create(WorldContextObject);
pageData->Data = (*arrayPtr)[i]->AsObject();
objectArray.Add(pageData);
}
}
else {
// Throw an error, since the value with the supplied key could not be found
UE_LOG(GJAPI, Error, TEXT("Array entry '%s' not found in the field data!"), *key);
}
// Return the array, will be empty if unsuccessful
return objectArray;
}
/* Sends a request */
bool UUEGameJoltAPI::SendRequest(const FString& output, FString url, bool bAppendUserInfo)
{
if (Game_PrivateKey == TEXT(""))
{
UE_LOG(GJAPI, Error, TEXT("You must put in your game's private key before you can use any of the API functions."));
return false;
}
if(Game_ID == 0)
{
UE_LOG(GJAPI, Error, TEXT("You must put in your game's ID before you can use any of the API functions"));
return false;
}
FString outStr;
TSharedRef<TJsonWriter<TCHAR>> JsonWriter = TJsonWriterFactory<TCHAR>::Create(&outStr);
//Start writing the response
WriteObject(JsonWriter, "", new FJsonValueObject(Data));
JsonWriter->Close();
//Create URL First
url = TEXT("https://") + GJAPI_SERVER + GJAPI_ROOT + GJAPI_VERSION + url + "&game_id=" + FString::FromInt(Game_ID);
if(bAppendUserInfo)
url += "&username=" + UserName + "&user_token=" + UserToken;
FString signature(FMD5::HashAnsiString(*(url + Game_PrivateKey)));
url += TEXT("&signature=") + signature;
UE_LOG(GJAPI, Log, TEXT("%s"), *url);
TSharedRef<IHttpRequest> HttpRequest = FHttpModule::Get().CreateRequest();
HttpRequest->SetVerb("POST");
HttpRequest->SetURL(url);
HttpRequest->SetHeader("Content-Type", "application/json");
HttpRequest->SetContentAsString(output);
HttpRequest->OnProcessRequestComplete().BindUObject(this, &UUEGameJoltAPI::OnReady);
HttpRequest->ProcessRequest();
return true;
}
/* Writes data */
void UUEGameJoltAPI::WriteObject(TSharedRef<TJsonWriter<TCHAR>> writer, FString key, FJsonValue* value) {
if (value->Type == EJson::String) {
// Write simple string entry, don't a key when it isn't set
if (key.Len() > 0) {
writer->WriteValue(key, value->AsString());
}
else {
writer->WriteValue(value->AsString());
}
}
else if (value->Type == EJson::Object) {
// Write object entry
if (key.Len() > 0) {
writer->WriteObjectStart(key);
}
else {
writer->WriteObjectStart();
}
// Loop through all the values in the object data
TSharedPtr<FJsonObject> objectData = value->AsObject();
for (auto objectValue = objectData->Values.CreateIterator(); objectValue; ++objectValue) {
// Using recursion to write the key and value to the writer
WriteObject(writer, objectValue.Key(), objectValue.Value().Get());
}
writer->WriteObjectEnd();
}
else if (value->Type == EJson::Array) {
// Process array entry
writer->WriteArrayStart(key);
TArray<TSharedPtr<FJsonValue>> objectArray = value->AsArray();
for (int32 i = 0; i < objectArray.Num(); i++) {
// Use recursion with an empty key to process all the values in the array
WriteObject(writer, "", objectArray[i].Get());
}
writer->WriteArrayEnd();
}
}
/* Creates data from a string */
void UUEGameJoltAPI::FromString(const FString& dataString) {
TSharedRef<TJsonReader<TCHAR>> JsonReader = TJsonReaderFactory<TCHAR>::Create(dataString);
// Deserialize the JSON data
bool isDeserialized = FJsonSerializer::Deserialize(JsonReader, Data);
if (!isDeserialized || !Data.IsValid()) {
UE_LOG(GJAPI, Error, TEXT("JSON data is invalid! Input:\n'%s'"), *dataString);
return;
}
// Assign the request content
Content = dataString;
}
/* Callback for IHttpRequest::OnProcessRequestComplete() */
void UUEGameJoltAPI::OnReady(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful) {
if (!bWasSuccessful) {
UE_LOG(GJAPI, Warning, TEXT("Response was invalid! Please check the URL."));
// Broadcast the failed event
OnFailed.Broadcast();
return;
}
// Process the string
FromString(Response->GetContentAsString());
if(!GetObject("response") || (GetObject("response")->GetBool("success") == false && LastActionPerformed != EGameJoltComponentEnum::GJ_SESSION_CHECK))
{
OnFailed.Broadcast();
return;
}
switch(LastActionPerformed)
{
case EGameJoltComponentEnum::GJ_USER_AUTH:
OnUserAuthorized.Broadcast(isUserAuthorize());
break;
case EGameJoltComponentEnum::GJ_USER_AUTOLOGIN:
OnAutoLogin.Broadcast(isUserAuthorize());
break;
case EGameJoltComponentEnum::GJ_USER_FETCH:
OnUserFetched.Broadcast(GetUserInfo()[0]);
break;
case EGameJoltComponentEnum::GJ_USERS_FETCH:
OnUsersFetched.Broadcast(GetUserInfo());
break;
case EGameJoltComponentEnum::GJ_USER_FRIENDLIST:
OnFriendlistFetched.Broadcast(GetFriendlist());
break;
case EGameJoltComponentEnum::GJ_SESSION_OPEN:
OnSessionOpened.Broadcast(GetSessionStatus());
break;
case EGameJoltComponentEnum::GJ_SESSION_PING:
OnSessionPinged.Broadcast(GetSessionStatus());
break;
case EGameJoltComponentEnum::GJ_SESSION_CLOSE:
OnSessionClosed.Broadcast(GetSessionStatus());
break;
case EGameJoltComponentEnum::GJ_SESSION_CHECK:
OnSessionChecked.Broadcast(GetSessionStatus());
break;
case EGameJoltComponentEnum::GJ_TROPHIES_FETCH:
OnTrophiesFetched.Broadcast(GetTrophies());
break;
case EGameJoltComponentEnum::GJ_TROHIES_REMOVE:
OnTrophyRemoved.Broadcast(GetTrophyRemovalStatus());
break;
case EGameJoltComponentEnum::GJ_SCORES_ADD:
OnScoreAdded.Broadcast(GetObject("response")->GetBool("success"));
break;
case EGameJoltComponentEnum::GJ_SCORES_FETCH:
OnScoreboardFetched.Broadcast(GetScoreboard());
break;
case EGameJoltComponentEnum::GJ_SCORES_TABLE:
OnScoreboardTableFetched.Broadcast(GetScoreboardTable());
break;
case EGameJoltComponentEnum::GJ_SCORES_RANK:
OnRankFetched.Broadcast(GetRank());
break;
case EGameJoltComponentEnum::GJ_TIME:
OnTimeFetched.Broadcast(ReadServerTime());
break;
}
// Broadcast the result event
OnGetResult.Broadcast();
return;
}
/* Resets the saved data */
void UUEGameJoltAPI::Reset()
{
if (Data.IsValid())
Data.Reset();
// Created a new JSON Object
Data = MakeShareable(new FJsonObject());
}