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GroupData Interface Reference
Inheritance diagram for GroupData:
Managed

Public Member Functions

proto external GroupMembership GetMyMembership ()
 Returns user's membership data if the user is a member of this group. Returns nullptr otherwise.
 
proto external string GetName ()
 
proto external string GetTag ()
 
proto external string GetDescription ()
 
proto external string GetContactInfo ()
 
proto external string GetPrimaryLanguage ()
 
proto external string GetRules ()
 
proto external void RequestDetails (notnull BackendCallback pCallback)
 Request details of this Group from backend.
 
proto external void UpdateGroup (notnull BackendCallback pCallback, notnull GroupManifest pManifest)
 Update Group data.
 
proto external void ApplyForMembership (notnull BackendCallback pCallback)
 if the Group's enlistment status is set to:
 
proto external void CreateInvitation (notnull BackendCallback pCallback, UUID InvitedGameIdentity)
 Send invitation to join the Group to the user with given Game Identity.
 
proto external void Leave (notnull BackendCallback pCallback)
 Leave the group.
 
proto external BImage GetImage (EGroupImageType eType)
 Returns image of given type.
 
proto external void TransferTopRole (notnull BackendCallback pCallback, notnull GroupMembership pMember)
 Called by the member with the highest role to transfer the role to another member.
 
proto external void Disband (notnull BackendCallback pCallback)
 Disband the group.
 
proto external void SetActive (notnull BackendCallback pCallback)
 Set active group - the group the user wants to play for.
 
proto external int GetId ()
 
proto external GroupMemberCatalogue GetGroupMemberCatalogue ()
 
proto external int GetMemberCount ()
 Returns current number of members. Must be fetched via RequestDetails()
 
proto external EGroupGameplayApproach GetGameplayApproaches ()
 Get all Gameplay Focuses defined for this Group as bitmask.
 
proto external EGroupGameplayFocus GetGameplayFocuses ()
 Get all Gameplay Focuses defined for this Group as bitmask.
 
proto external EGroupGameRegion GetGameRegions ()
 Get all Gameplay Focuses defined for this Group as bitmask.
 
proto external EGroupEnlistmentStatus GetEnlistmentStatus ()
 Returns current enlistment status of the Group.
 
proto external void Report (notnull BackendCallback pCallback, string sDescription, EGroupReportReason eReason)
 
- Public Member Functions inherited from Managed
proto external ref Managed Clone ()
 Return shallow copy of object, or null if it is not allowed (not public constructor)
 

Member Function Documentation

◆ ApplyForMembership()

proto external void GroupData.ApplyForMembership ( notnull BackendCallback pCallback)

if the Group's enlistment status is set to:

  1. IMMEDIATE - User joins the group
  2. APPROVAL - Creates a membership application to be evaluated
  3. FREEZE - The request fails

◆ CreateInvitation()

proto external void GroupData.CreateInvitation ( notnull BackendCallback pCallback,
UUID InvitedGameIdentity )

Send invitation to join the Group to the user with given Game Identity.

The user sending the invitation must have specific permission.

Note
If the invited user already applied for membership, sending an invitation will automatically make the user join the group.

◆ Disband()

proto external void GroupData.Disband ( notnull BackendCallback pCallback)

Disband the group.

This will make every member to lose their membership and will delete this group from backend.

◆ GetContactInfo()

proto external string GroupData.GetContactInfo ( )

◆ GetDescription()

proto external string GroupData.GetDescription ( )

◆ GetEnlistmentStatus()

proto external EGroupEnlistmentStatus GroupData.GetEnlistmentStatus ( )

Returns current enlistment status of the Group.

◆ GetGameplayApproaches()

proto external EGroupGameplayApproach GroupData.GetGameplayApproaches ( )

Get all Gameplay Focuses defined for this Group as bitmask.

Note
Enums must be defined in the gamecode as bitmask flags (1, 2, 4, 8, 18...) The values must be defined in the same order as on the backend side.

◆ GetGameplayFocuses()

proto external EGroupGameplayFocus GroupData.GetGameplayFocuses ( )

Get all Gameplay Focuses defined for this Group as bitmask.

Note
Enums must be defined in the gamecode as bitmask flags (1, 2, 4, 8, 16...) The values must be defined in the same order as on the backend side.

◆ GetGameRegions()

proto external EGroupGameRegion GroupData.GetGameRegions ( )

Get all Gameplay Focuses defined for this Group as bitmask.

Note
Enums must be defined in the gamecode as bitmask flags (1, 2, 4, 8, 16...) The values must be defined in the same order as on the backend side.

◆ GetGroupMemberCatalogue()

proto external GroupMemberCatalogue GroupData.GetGroupMemberCatalogue ( )

◆ GetId()

proto external int GroupData.GetId ( )

◆ GetImage()

proto external BImage GroupData.GetImage ( EGroupImageType eType)

Returns image of given type.

◆ GetMemberCount()

proto external int GroupData.GetMemberCount ( )

Returns current number of members. Must be fetched via RequestDetails()

◆ GetMyMembership()

proto external GroupMembership GroupData.GetMyMembership ( )

Returns user's membership data if the user is a member of this group. Returns nullptr otherwise.

◆ GetName()

proto external string GroupData.GetName ( )

◆ GetPrimaryLanguage()

proto external string GroupData.GetPrimaryLanguage ( )

◆ GetRules()

proto external string GroupData.GetRules ( )

◆ GetTag()

proto external string GroupData.GetTag ( )

◆ Leave()

proto external void GroupData.Leave ( notnull BackendCallback pCallback)

Leave the group.

Note
Owner cannot leave the group. Either pass the ownership to someone else and then leave or disband the group.

◆ Report()

proto external void GroupData.Report ( notnull BackendCallback pCallback,
string sDescription,
EGroupReportReason eReason )

◆ RequestDetails()

proto external void GroupData.RequestDetails ( notnull BackendCallback pCallback)

Request details of this Group from backend.

◆ SetActive()

proto external void GroupData.SetActive ( notnull BackendCallback pCallback)

Set active group - the group the user wants to play for.

The user must be a member of the requested group. /param pCallback Script callback where you will receive the result

◆ TransferTopRole()

proto external void GroupData.TransferTopRole ( notnull BackendCallback pCallback,
notnull GroupMembership pMember )

Called by the member with the highest role to transfer the role to another member.

Note
Must have ROLE_MANAGEMENT permission.
Parameters
pCallbackScript callback where you will receive the result
pMemberMember to transfer the role to

◆ UpdateGroup()

proto external void GroupData.UpdateGroup ( notnull BackendCallback pCallback,
notnull GroupManifest pManifest )

Update Group data.


The documentation for this interface was generated from the following file: