本文主要是介绍Unreal 断线重连、AI控制,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
浅析UE5 DS的断线重连机制
wizardcell.com
ReloginProject
流程说明
当服务器判断某个玩家掉线的时候,会删除对应的PlayerController
void APlayerController::Destroyed()if (Player == NULL && GetLocalRole() == ROLE_Authority)// 销毁PawnPawnLeavingGame();GetPawn()->Destroy();elseUnPossess();Super::Destroyed();void AController::Destroyed()if (GetLocalRole() == ROLE_Authority && PlayerState != NULL)GameMode->Logout(this);CleanupPlayerState();UnPossess();
在GameMode的Logout重载内,会复制一份当前PC的PS,在之后重新登录的时候恢复PS:
void AGameMode::Logout( AController* Exiting )RemovePlayerControllerFromPlayerCount(PC);AddInactivePlayer(PC->PlayerState, PC);APlayerState* const NewPlayerState = PlayerState->Duplicate();DispatchCopyProperties(NewPlayerState);// PS子类需要重写这个函数,保留自己的信息到复制PS上CopyProperties(PlayerState);GameState->RemovePlayerState(NewPlayerState);NewPlayerState->SetReplicates(false);// 保留一定时间,时间到了后还没重连就不管了NewPlayerState->SetLifeSpan(InactivePlayerStateLifeSpan);InactivePlayerArray.Add(NewPlayerState);
在服务器检测到新加入一个Player时,会创建一个新的PlayerController:
APlayerController* UWorld::SpawnPlayActor(UPlayer* NewPlayer, ENetRole RemoteRole, const FURL& InURL, const FUniqueNetIdRepl& UniqueId, FString& Error, uint8 InNetPlayerIndex)if (AGameModeBase* const GameMode = GetAuthGameMode())APlayerController* const NewPlayerController = GameMode->Login(NewPlayer, RemoteRole, *InURL.Portal, Options, UniqueId, Error);APlayerController* const NewPlayerController = SpawnPlayerController(InRemoteRole, Options);InitNewPlayer(NewPlayerController, UniqueId, Options, Portal);NewPlayerController->SetRole(ROLE_Authority);// 附加PlayerNewPlayerController->SetPlayer(NewPlayer);GameMode->PostLogin(NewPlayerController);FindInactivePlayer(NewPlayer);HandleStartingNewPlayer(NewPlayer); // AGameModeBase::PostLogin
还原之前保存的PS:
bool AGameMode::FindInactivePlayer(APlayerController* PC)for (int32 i=0; i < InactivePlayerArray.Num(); i++)if ((bUseUniqueIdCheck && (CurrentPlayerState->GetUniqueId() == PC->PlayerState->GetUniqueId())) ||(!bUseUniqueIdCheck && bHasValidNetworkAddress && (FCString::Stricmp(*CurrentPlayerState->SavedNetworkAddress, *NewNetworkAddress) == 0) && (FCString::Stricmp(*CurrentPlayerState->GetPlayerName(), *NewName) == 0)))APlayerState* OldPlayerState = PC->PlayerState;PC->PlayerState = CurrentPlayerState;PC->PlayerState->SetOwner(PC);OverridePlayerState(PC, OldPlayerState);// 复制当前的PS信息给保存下来的PSPC->PlayerState->DispatchOverrideWith(OldPlayerState);OverrideWith(PlayerState);ReceiveOverrideWith(PlayerState);OldPlayerState->Destroy();
在AGameModeBase::PostLogin内,完成PS初始化后,调用HandleStartingNewPlayer,开始匹配、创建角色
void AGameMode::HandleStartingNewPlayer_Implementation(APlayerController* NewPlayer)if (IsMatchInProgress() && PlayerCanRestart(NewPlayer))RestartPlayer(NewPlayer);else if (GetMatchState() == MatchState::WaitingToStart)StartMatch();
void AGameModeBase::RestartPlayer(AController* NewPlayer)AActor* StartSpot = FindPlayerStart(NewPlayer);RestartPlayerAtPlayerStart(NewPlayer, StartSpot);APawn* NewPawn = SpawnDefaultPawnFor(NewPlayer, StartSpot);return SpawnDefaultPawnAtTransform(NewPlayer, Transform);APawn* ResultPawn = GetWorld()->SpawnActor<APawn>(PawnClass, SpawnTransform, SpawnInfo);
修改
- 重写PawnLeavingGame
- 服务器在判断玩家掉线的时候,不进行角色删除
- 重写AddInactivePlayer
- 改为创建默认AIController,控制该目标
- 将PC的PS给AIController持有
- 重写FindInactivePlayer
- 当玩家重连的时候,寻找到之前持有PS的AIController
- 取得PS和Pawn的所有权
- AGameModeBase::RestartPlayer
- 因为已经存在Pawn,所以不会再次创建
这篇关于Unreal 断线重连、AI控制的文章就介绍到这儿,希望我们推荐的文章对编程师们有所帮助!