![]() The EOS_EpicAccountId of the local user receiving the update about their friends. The callback receives an EOS_Friends_OnFriendsUpdateInfo structure with the following parameters: Parameter The callback function will be called when a friend gets an update. To receive a notification when friend's status changes call EOS_Friends_AddNotifyFriendsUpdate with following parameters: ParameterĪn EOS_Friends_AddNotifyFriendsUpdateOptions structure, with ApiVersion as its only parameter.Ī valid callback function consistent with EOS_Friends_OnFriendsUpdateCallback. ![]() To keep a game's local copy of the friends list up to date, subscribe to friend status update notifications. However, after a player logs out, their friends list must be queried again if they log in again. Games do not need and should not call EOS_Friends_QueryFriends more than once per login of a player. The other user has sent a friend invite to the local user.įriends lists can change at any time, both from in-game events like meeting new players, and from out-of-game events like the player modifying the account from a separate system. The local user has sent a friend invite to the other user. This function returns one of four values: Determine the current status of the social relationship by calling EOS_Friends_GetStatus.The EOS_EpicAccountId returned by this function can be passed to the User Info Interface to retrieve additional information about the user. A success code indicates that the SDK has cached the latest data from the server, which you can examine at any time. When your callback executes, you can check the ResultCode field of the EOS_Friends_QueryFriendsCallbackInfo structure to determine whether the operation succeeded or failed. Provided that the EOS_HPlatform handle is ticking, the callback you provided will run when the operation finishes. Pass the Friends Interface handle, the EOS_Friends_QueryFriendsOptions structure, and your callback information to the function. The EOS_EpicAccountId of the logged-in player whose friends list you want to retrieve. To perform the EOS_Friends_QueryFriends call, create and initialize an EOS_Friends_QueryFriendsOptions structure as follows: Property This will download the most up-to-date version of a player's friends list into the local cache, then invoke your EOS_Friends_QueryFriends callback function upon completion. The first step in dealing with a player's friends list is to call EOS_Friends_QueryFriends with an EOS_Friends_QueryFriendsOptions data structure. Consent is given when a player logs in to an application using Epic Account Services (EAS) and allows EAS access to their account data. It is important to note that EOS_Friends_QueryFriends will only return friends who have played the game at least once and has given their consent. Friends Interface functions require this handle to access your logged-in user's friends list. You can acquire this handle through the Platform Interface function, EOS_Platform_GetFriendsInterface. To retrieve a player's friends list, you will need an EOS_HFriends handle. ![]() ![]() Additionally the SDK receives notifications from the backend about events that lead to mutations of the friends list, such as a friend being removed, an invite being accepted or a friend revoking their consent to have their information used by the game. Upon successful completion of a friends list query, the Friends Interface creates a local cache that is used by all other Friends Interface functions. The Epic Online Services (EOS) SDK uses the Friends Interface to retrieve the friends list for a logged-in player.įriend lists are stored by the online service's servers, and can change during a session as friends are added or removed or if friends grant or revoke consent for the game to use their information. Playing games with your friends and meeting new players online are important parts of many online services. If you plan to integrate Epic Account Services with your game, and you want to target console platforms, please contact us at to coordinate a release plan.
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