Overview
The Networking abstraction attempts to unify basic networking features between the different platforms. This includes sending and receiving files between users, marking users that are in multiplayer mode, as well as checking if a user is logged in and has access to multiplayer services on the platform.
Since functionality varies between different platforms, some platform specific functions are required to facilitate the abstraction.
Networking Service Functions
CloseSession
Closes a network session opened with SendPacket between the local user and the specified account.
Platforms | Steam |
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API | Cry::GamePlatform::INetworking::CloseSession |
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Flow Graph Nodes | GamePlatform:Network:CloseSession |
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Schematyc Nodes | Function::GamePlatform::Service::Networking::CloseSession |
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FilterText
Censors/filters the specified text on the platform. The output is limited to once per frame.
Platforms | Steam |
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API | Cry::GamePlatform::IService::FilterText |
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Flow Graph Nodes | GamePlatform:Network:FilterText |
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Schematyc Nodes | Function::GamePlatform::Service::Networking::FilterText |
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GetAuthToken
Retrieves the authorization token used for web services on the specified platform.
Platforms | Steam |
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API | Cry::GamePlatform::IService::GetAuthToken |
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Flow Graph Nodes | GamePlatform:Network:AuthToken |
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Schematyc Nodes | Function::GamePlatform::Service::Networking::GetAuthToken |
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IsLoggedIn
Checks if the platform is logged in and access to the backend is available.
Platforms | Steam |
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API | Cry::GamePlatform::IService::IsLoggedIn |
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Flow Graph Nodes | GamePlatform:Network:IsLoggedIn |
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Schematyc Nodes | Function::GamePlatform::Service::Networking::IsLoggedIn |
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IsPacketAvailable
Checks if there is a data packet available via the platform network and if so, returns the size of the data.
Platforms | Steam |
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API | Cry::GamePlatform::INetworking::IsPacketAvailable |
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Flow Graph Nodes | GamePlatform:Network:IsPacketAvailable |
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Schematyc Nodes | Function::GamePlatform::Service::Networking::IsPacketAvailable |
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ReadPacket
Tries to read the next packet payload. The output of this function would be the Source Account Identifier, the data that was read (can be a string or binary buffer, depending on if C++ API/Flow Graph or Schematyc is used), and the number of bytes that was read from the packet.
Platforms | Steam |
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API | Cry::GamePlatform::INetworking::ReadPacket |
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Flow Graph Nodes | GamePlatform:Network:ReadPacket |
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Schematyc Nodes | Function::GamePlatform::Service::Networking::ReadPacket |
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SendPacket
Sends the data packet to the specified account via the platform network.
Platforms | Steam |
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API | Cry::GamePlatform::INetworking::SendPacket |
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Flow Graph Nodes | GamePlatform:Network:SendPacket |
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Schematyc Nodes | Function::GamePlatform::Service::Networking::SendPacket |
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Networking Service Events
OnCheckMultiplayerAccess
Fired when aa multiplayer access check request receives a response.
Platforms | Steam |
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API | N/A (callback provided to Cry::GamePlatform::IService::CanAccessMultiplayer) |
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Flow Graph Nodes | N/A (uses provided callback to activate output directly) |
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Schematyc Nodes | Signal::Receive::[EntityName]::Accounts::PlatformSignalReceiver::Networking::OnCheckMultiplayerAccess |
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OnGetSteamAuthTicketResponse
Fired when a Steam Authentication token request receives a response.
Platforms | Steam |
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API | Cry::GamePlatform::IService::IListener::OnGetSteamAuthTicketResponse |
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Flow Graph Nodes | GamePlatform:Listener:Networking:OnGetSteamAuthTicketResponse |
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Schematyc Nodes | Signal::Receive::[EntityName]::Accounts::PlatformSignalReceiver::Networking::OnGetSteamAuthTicketResponse |
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