TPS入门DAY03 服务器篇

发布于:2025-04-13 ⋅ 阅读:(28) ⋅ 点赞:(0)

1.创建按钮和对应的回调函数

	/* 大厅按钮 */
	UPROPERTY(meta = (BindWidget))
	UButton* HostButton;

	/* 加入会话按钮 */
	UPROPERTY(meta = (BindWidget))
	UButton* JoinButton;

private:
	UFUNCTION()
	void OnHostButtonClicked();

	UFUNCTION()
	void OnJoinButtonClicked();

创建调试助手

#pragma once

#include "CoreMinimal.h"

/**
 *
 */
namespace Debug
{
	static void Print(const FString& Message, FColor Color = FColor::Blue)
	{
		if (GEngine)
		{
			GEngine->AddOnScreenDebugMessage(-1, 5.f, Color, Message);
			UE_LOG(LogTemp, Warning, TEXT("%s"), *Message);
		}
	}
};

绑定按钮对应的回调函数

bool UMenu::Initialize()
{
	if (!Super::Initialize())
	{
		return false;
	}

	if (HostButton)
	{
		HostButton->OnClicked.AddDynamic(this, &UMenu::OnHostButtonClicked);
	}
	if (JoinButton)
	{
		JoinButton->OnClicked.AddDynamic(this, &UMenu::OnJoinButtonClicked);
	}

	return true;
}

2.通过游戏实例获取在线会话子系统

	
private:
	class UMultiplayerSessionsSubsystem* MultiplayerSessionsSubsystem;

// 通过获取游戏实例来获取在线会话子系统
UGameInstance* GameInstance = GetGameInstance();
if (GameInstance)
{
	MultiplayerSessionsSubsystem = GameInstance->GetSubsystem<UMultiplayerSessionsSubsystem>();
}

3.创建会话

/* 创建会话 */
void UMultiplayerSessionsSubsystem::CreateSession(int32 NumPublicConnections, FString MatchType)
{
	// 1.检查凭证是否有效
	if (!OnlineSessionInterface)
		return;

	// 2.防止多次点击造成会话多次创建
	auto ExitGameSession = OnlineSessionInterface->GetNamedSession(NAME_GameSession);
	if (!ExitGameSession)
	{
		OnlineSessionInterface->DestroySession(NAME_GameSession);
	}

	// 3.绑定当会话创建完成的委托
	OnCreateSessionCompleteDelegateHandle = OnlineSessionInterface->AddOnCreateSessionCompleteDelegate_Handle(OnCreateSessionCompleteDelegate);

	// 4.设置会话属性
	SessionSettings = MakeShareable(new FOnlineSessionSettings);
	SessionSettings->bIsLANMatch = IOnlineSubsystem::Get()->GetSubsystemName() == "Null" ? true : false;
	SessionSettings->bAllowJoinViaPresence = true;								// 中途加入
	SessionSettings->NumPublicConnections = NumPublicConnections;
	SessionSettings->bAllowJoinInProgress = true;								// 好友
	SessionSettings->bShouldAdvertise = true;									// 广播此会话
	SessionSettings->bUsesPresence = true;										// 好友系统
	SessionSettings->bUseLobbiesIfAvailable = true;								// steam的聊天系统
	SessionSettings->Set(FName("MatchType"), MatchType, EOnlineDataAdvertisementType::ViaOnlineServiceAndPing);

	// 5.创建会话
	ULocalPlayer* LocalPC = GetWorld()->GetFirstLocalPlayerFromController();
	if (LocalPC)
	{
		// 会话创建失败清理委托
		if (!OnlineSessionInterface->CreateSession(*LocalPC->GetPreferredUniqueNetId(), NAME_GameSession, *SessionSettings))
		{
			OnlineSessionInterface->ClearOnCreateSessionCompleteDelegate_Handle(OnCreateSessionCompleteDelegateHandle);
		}
	}
}

跳转到大厅并恢复移动设置

void UMenu::NativeDestruct()
{
	MenuTearDown();
	Super::NativeDestruct();
}

void UMenu::OnHostButtonClicked()
{
	Print(TEXT("HostButton is Clicked!!!"));
	if (MultiplayerSessionsSubsystem)
	{
		MultiplayerSessionsSubsystem->CreateSession(NumberOfPublicConnections, MatchType);

		UWorld* World = GetWorld();
		if (World)
		{
			World->ServerTravel("/Game/ThirdPerson/Maps/Lobby?listen");
		}
	}
}

void UMenu::MenuTearDown()
{
	RemoveFromParent();
	if (GetWorld())
	{
		APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
		if (PlayerController)
		{
			FInputModeGameOnly InputModeData;
			PlayerController->SetInputMode(InputModeData);
			PlayerController->SetShowMouseCursor(false);
		}
	}
}

创建委托,解耦

1.创建委托,并广播

/* 创建会话成功的委托 */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FMultiPlayerOnCreateSessionCompleted, bool, bWasSuccessful);

/* 自定义的委托 */
/* 当创建会话完成时 */
FMultiPlayerOnCreateSessionCompleted MultiPlayerOnCreateSessionCompleted;

// 5.创建会话
ULocalPlayer* LocalPC = GetWorld()->GetFirstLocalPlayerFromController();
if (LocalPC)
{
	// 会话创建失败清理委托
	if (!OnlineSessionInterface->CreateSession(*LocalPC->GetPreferredUniqueNetId(), NAME_GameSession, *SessionSettings))
	{
		OnlineSessionInterface->ClearOnCreateSessionCompleteDelegate_Handle(OnCreateSessionCompleteDelegateHandle);
		MultiPlayerOnCreateSessionCompleted.Broadcast(false);
	}
}

/* 创建会话完成对应的回调 */
void UMultiplayerSessionsSubsystem::OnCreateSessionComplete(FName SessionName, bool bWasSuccessful)
{
	if (OnlineSessionInterface)
	{
		OnlineSessionInterface->ClearOnCreateSessionCompleteDelegate_Handle(OnCreateSessionCompleteDelegateHandle);
		MultiPlayerOnCreateSessionCompleted.Broadcast(true);
	}
}

2.绑定委托对应的回调函数

	/* 当创建会话完成时 */
	UFUNCTION()
	void OnCreateSession(bool bWasSuccessful);



	// 绑定在线会话子系统的委托
	// 创建会话完成时
	MultiplayerSessionsSubsystem->MultiPlayerOnCreateSessionCompleted.AddDynamic(this, &ThisClass::OnCreateSession);

void UMenu::OnCreateSession(bool bWasSuccessful)
{
	if (bWasSuccessful)
	{
		UWorld* World = GetWorld();
		if (World)
		{
			World->ServerTravel("/Game/ThirdPerson/Maps/Lobby?listen");
		}
		Print("Create Session Success!");
	}
}


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