Presence
In your chat app, you might want to graphically show up-to-date information on all users present in an app or on a given channel, showing if they are online, offline, active, or away. You may also want to let other chat users know when was the last time a given user was online.
Unreal Chat SDK provides methods and options to determine user presence on the channel and the app (global) level. Additionally, it provides a way of checking the last time the user performed some online activity in the app based on a Unix timestamp.
To find out the channel presence of a user, Unreal Chat SDK uses the PubNub Presence API. It provides a set of convenience methods for checking which channels a given user is subscribed to. Importantly, you can stream presence events and always get real-time information about the user's channel presence. You can also set dynamic custom state for users on one or more channels. This custom state persists on a channel as long as the user stays subscribed. Some examples of custom states are to add your score, game state, or location in an application if it changes frequently.
For global (app) presence, however, Unreal Chat SDK couldn't rely on Presence API as it doesn't support global user presence, but is limited to the context of a given channel. To fill that gap, the Unreal Chat SDK offers an optional lastActiveTimestamp
property on each User
object that states when was the last time the user was active in an app.
Suppose you want to track users' global presence in your chat app (for example, to see a user's current online state when browsing the users). In that case, you can configure your app to monitor this property and set an interval to update it. You can later use a dedicated active
method to retrieve that information and display it across the app or in the context of a given channel, if you like. Contrary to the channel presence, global user presence info is not real-time information and depends on how often you update it - the default value is 600000
milliseconds (10 minutes) and the minimum value is 60000
milliseconds (1 minute). You can set a preferred value during the Unreal Chat SDK initialization through the storeUserActivityTimestamps
parameter.
Read the sections to learn how to use all Unreal Chat SDK options and what configuration is required to implement channel and global presence in your app.
Channel presence
These methods let you monitor who is subscribed to a given channel ("present" on that channel).
Requires Presence
All channel presence methods in this section require that Presence is enabled for your app's keyset in the Admin Portal.
You can retrieve similar information for presence with different methods by calling them on the User
, Channel
, or Chat
object. Depending on the chosen method, you must provide a different input information set.
Return channels where user is present
You can return a list of channels where a given user is present with:
WherePresent()
called on theUser
objectWherePresent()
called on theChat
object.
Both of these methods have the same name and give the same output. The only difference is that you call a given method either on the Chat
or the User
object. Depending on the object, you either have to specify the ID of the user whose presence you want to check or not because it's already known.
Method signature
- Blueprint
- C++ / Input parameters
-
User->WherePresent()
User->WherePresent()
-
Chat->WherePresent()
Chat->WherePresent(FString UserID)
Parameter | Type | Required in User->WherePresent() | Required in Chat->WherePresent() | Default | Description |
---|---|---|---|---|---|
UserID | FString | No | Yes | n/a | Unique identifier (up to 92 UTF-8 characters) of the user whose presence you want to check. |
Output
Type | Description |
---|---|
TArray<FString> | Array of all channel IDs on which the given user is present. |
Basic usage
Get a list of channels on which the support_agent_15
user is present.
-
WherePresent()
(on theUser
object)#include "Kismet/GameplayStatics.h"
#include "PubnubChatSubsystem.h"
UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this);
UPubnubChatSubsystem* PubnubChatSubsystem = GameInstance->GetSubsystem<UPubnubChatSubsystem>();
UPubnubChat* Chat = PubnubChatSubsystem ->InitChat("demo", "demo", "my_user");
// Define user ID
FString UserID = "support_agent_15";
// Get the user and save the reference
UPubnubUser* User = Chat->GetUser(UserID);
TArray<FString> ListOfChannels = User->WherePresent(); -
WherePresent()
(on theChat
object)#include "Kismet/GameplayStatics.h"
#include "PubnubChatSubsystem.h"
UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this);
UPubnubChatSubsystem* PubnubChatSubsystem = GameInstance->GetSubsystem<UPubnubChatSubsystem>();
UPubnubChat* Chat = PubnubChatSubsystem ->InitChat("demo", "demo", "my_user");
// Define user ID
FString UserID = "support_agent_15";
TArray<FString> ListOfChannels = Chat->WherePresent(UserID);
Check user's channel presence
You can return information if the user is present on a specified channel with:
IsPresentOn()
called on theUser
objectIsPresent()
called on theChannel
object.IsPresent()
called on theChat
object.
All of these methods give the same output. The only difference is that you call a given method on the User
, Channel
, or Chat
object. Depending on the object, you have to specify the ID of the user whose presence you want to check, the channel ID where you want to check user's presence, or both user and channel IDs.
Method signature
- Blueprint
- C++ / Input parameters
-
User->IsPresentOn()
User->IsPresentOn(FString ChannelID);
-
Channel->IsPresent()
Channel->IsPresent(FString UserID);
-
Chat->IsPresent()
Chat->IsPresent(FString UserID, FString ChannelID);
Parameter | Type | Required in the User object method | Required in the Channel object method | Required in the Chat object method | Default | Description |
---|---|---|---|---|---|---|
UserID | FString | No | Yes | Yes | n/a | Unique ID (up to 92 UTF-8 characters) of the user whose presence you want to check. |
ChannelID | FString | Yes | No | Yes | n/a | Unique identifier of the channel where you want to check the user's presence. |
Output
Type | Description |
---|---|
bool | Returns information on whether a given user is present on a specified channel (true ) or not (false ). |
Basic usage
Find out if the support_agent_15
user is present on the support
channel.
-
IsPresentOn()
(on theUser
object)#include "Kismet/GameplayStatics.h"
#include "PubnubChatSubsystem.h"
UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this);
UPubnubChatSubsystem* PubnubChatSubsystem = GameInstance->GetSubsystem<UPubnubChatSubsystem>();
UPubnubChat* Chat = PubnubChatSubsystem ->InitChat("demo", "demo", "my_user");
// Get the user and save the reference
UPubnubUser* User = Chat->GetUser("support_agent_15");
bool IsPresent = User->IsPresentOn("support"); -
IsPresent()
(on theChannel
object)#include "Kismet/GameplayStatics.h"
#include "PubnubChatSubsystem.h"
UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this);
UPubnubChatSubsystem* PubnubChatSubsystem = GameInstance->GetSubsystem<UPubnubChatSubsystem>();
UPubnubChat* Chat = PubnubChatSubsystem ->InitChat("demo", "demo", "my_user");
// Get the channel and save the reference
UPubnubChannel* Channel = Chat->GetChannel("support");
bool IsPresent = Channel->IsPresent("support_agent_15"); -
IsPresent()
(on theChat
object)#include "Kismet/GameplayStatics.h"
#include "PubnubChatSubsystem.h"
UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this);
UPubnubChatSubsystem* PubnubChatSubsystem = GameInstance->GetSubsystem<UPubnubChatSubsystem>();
UPubnubChat* Chat = PubnubChatSubsystem ->InitChat("demo", "demo", "my_user");
bool IsPresent = Chat->IsPresent("support_agent_15", "support");
Return all users present on channel
You can return a list of users present on the given channel with:
WhoIsPresent()
called on theChannel
objectWhoIsPresent()
called on theChat
object.
Both of these methods have the same name and give the same output. The only difference is that you call a given method either on the Chat
or the Channel
object. Depending on the object, you either have to specify the ID of the channel where you want to check all present users or not because it's already known.
Method signature
- Blueprint
- C++ / Input parameters
-
Channel->WhoIsPresent()
Channel->WhoIsPresent();
-
Chat->WhoIsPresent()
Chat->WhoIsPresent(FString ChannelID);
Parameter | Type | Required in the Channel object method | Required in the Chat object method | Default | Description |
---|---|---|---|---|---|
ChannelID | FString | No | Yes | n/a | Unique identifier of the channel where you want to check the user's presence. |
Output
Type | Description |
---|---|
TArray<FString> | Array of all user IDs that are present on the given channel. |
Basic usage
Get a list of users that are present on the support
channel.
-
WhoIsPresent()
(on theChannel
object)#include "Kismet/GameplayStatics.h"
#include "PubnubChatSubsystem.h"
UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this);
UPubnubChatSubsystem* PubnubChatSubsystem = GameInstance->GetSubsystem<UPubnubChatSubsystem>();
UPubnubChat* Chat = PubnubChatSubsystem ->InitChat("demo", "demo", "my_user");
TArray<FString> UserIDs = Channel->WhoIsPresent(); -
WhoIsPresent()
(on theChat
object)#include "Kismet/GameplayStatics.h"
#include "PubnubChatSubsystem.h"
UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this);
UPubnubChatSubsystem* PubnubChatSubsystem = GameInstance->GetSubsystem<UPubnubChatSubsystem>();
UPubnubChat* Chat = PubnubChatSubsystem ->InitChat("demo", "demo", "my_user");
TArray<FString> UserIDs = Chat->WhoIsPresent("support");
Get presence updates
Get up-to-date information about the real-time presence of users in the specified channel by subscribing to PubNub Presence events. The StreamPresence()
method lets you constantly track who connects to or disconnects from the channel and visually represent that in your chat app through some status, like offline
, online
, active
, away
, or any other.
Method signature
This method takes the following parameters:
- Blueprint
- C++ / Input parameters
Channel->StreamPresence(FOnPubnubChannelStreamPresenceReceived PresenceCallback);
Parameter | Type | Default | Description |
---|---|---|---|
PresenceCallback | FOnPubnubChannelStreamPresenceReceived | n/a | Callback function passed as a parameter. It defines the custom behavior to be executed when detecting new user presence events. |
Output
Type | Description |
---|---|
UPubnubCallbackStop* | Object on which you can call Stop() to stop receiving updates. |
Basic usage
Get user presence updates on support
channel.
#include "Kismet/GameplayStatics.h"
#include "PubnubChatSubsystem.h"
UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this);
UPubnubChatSubsystem* PubnubChatSubsystem = GameInstance->GetSubsystem<UPubnubChatSubsystem>();
UPubnubChat* Chat = PubnubChatSubsystem ->InitChat("demo", "demo", "my_user");
// Get the channel and save the reference
UPubnubChannel* Channel = Chat->GetChannel("support");
// Create a pubnub response delegate
// you MUST implement your own callback function to handle the response
FOnPubnubChannelStreamPresenceReceived PresenceResponse;
PresenceResponse.BindDynamic(this, &AMyActor::OnPresenceResponseReceived);
show all 17 linesGlobal presence
The Chat SDK lets you configure your app to track the user's last online activity - this gives near real-time visibility into the availability of other chat members, allowing you to see whether someone is offline or available and reach out to them to start immediate communication.
Using this online activity information provided by the Unreal Chat SDK, you can later configure your app to display different statuses next to user profiles, like offline
, online
, active
, away
or any other.
This feature relies on the lastActiveTimestamp
property set in milliseconds on the User
object. This property stands for the Unix timestamp (numeric value representing the number of seconds since January 1, 1970) for the last time the user was active in a chat app. To track this, you must explicitly state that when configuring your app during the Unreal Chat SDK initialization by:
- Setting the
storeUserActivityTimestamps
parameter totrue
. - Deciding how frequently a user's online activity will be updated by configuring the
storeUserActivityInterval
option - the default value is set to600000
milliseconds (10 minutes) and the minimum value is60000
milliseconds (1 minute).
If you set these options, you can track a user's global presence through the active
method that relies on the above setup. If the user showed no online activity within the defined period of time, they are considered inactive.
Check user's app presence
Active
is a method called on the User
object that lets you check whether a user has recently been active in the chat app based on their last activity timestamp and a configured interval.
Required configuration
To track the user's online activity, you must first configure the StoreUserActivityTimestamps
and StoreUserActivityInterval
parameters when initializing the Unreal Chat SDK.
Method signature
- Blueprint
- C++ / Input parameters
User->Active();
Output
Type | Description |
---|---|
bool | Whether the user is active or not. |
Basic usage
Return the current chat user's data.
#include "Kismet/GameplayStatics.h"
#include "PubnubChatSubsystem.h"
UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this);
UPubnubChatSubsystem* PubnubChatSubsystem = GameInstance->GetSubsystem<UPubnubChatSubsystem>();
UPubnubChat* Chat = PubnubChatSubsystem ->InitChat("demo", "demo", "my_user");
// Define user ID
FString UserID = "support_agent_15";
// Get the user and save the reference
UPubnubUser* User = Chat->CurrentUser();
bool IsUserActive = User->Active();
Check user's last online activity
Required configuration
To track the user's online activity, you must first configure the StoreUserActivityTimestamps
and StoreUserActivityInterval
parameters when initializing the Chat SDK.
Let's assume you configured your app to track the user's online activity and update it every 2 minutes. You can retrieve information on the user's last online activity directly from the User
object, convert it to a human-readable date (using external date and time libraries), and display it next to the user's profile in your chat app. Thanks to that, other app users will be able to see the last time the given user was online.
Method signature
- Blueprint
- C++ / Input parameters
User->LastActiveTimeStamp();
Output
Type | Description |
---|---|
FString | A timestamp for the last time the user was active. |
Basic usage
Return the current chat user's data.
#include "Kismet/GameplayStatics.h"
#include "PubnubChatSubsystem.h"
UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this);
UPubnubChatSubsystem* PubnubChatSubsystem = GameInstance->GetSubsystem<UPubnubChatSubsystem>();
UPubnubChat* Chat = PubnubChatSubsystem ->InitChat("demo", "demo", "my_user");
// Define user ID
FString UserID = "support_agent_15";
// Get the user and save the reference
UPubnubUser* User = Chat->CurrentUser();
FString WhenUserWasLastActive = User->LastActiveTimestamp();