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这节课主要是完善了菜单选择地图作为游戏大厅,MultiPlayerSessionSubsystem的销毁会话函数,然后就是给Menu菜单添加了Quit和禁止使用按钮
同时还完善了创建房间的漏洞,因为在创建房间的时候如果退出后就马上加入就会发现自己无法创建房间,这是因为服务器判断房间销毁是有一定延迟的,所以这次使用委托来优化这一段逻辑
MultiPlayerSessionSubsystem.h
// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "Subsystems/GameInstanceSubsystem.h" #include "Interfaces/OnlineSessionInterface.h" #include "MultiPlayerSessionSubsystem.generated.h" /** * 这里是我们自定义的委托 */ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FMultiPlayerOnCreateSessionComplete ,bool, bWasSuccessful); DECLARE_MULTICAST_DELEGATE_TwoParams(FMultiPlayerOnFindSessionComplete, const TArray<FOnlineSessionSearchResult>& SessionSearchResult , bool bWasSuccessful); DECLARE_MULTICAST_DELEGATE_OneParam(FMultiPlayerOnJoinSessionComplete, EOnJoinSessionCompleteResult::Type Result); DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FMultiPlayerOnDestroySessionComplete ,bool, bWasSuccessful); DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FMultiPlayerOnStartSessionComplete ,bool, bWasSuccessful); UCLASS() class UMultiPlayerSessionSubsystem : public UGameInstanceSubsystem { GENERATED_BODY() public: UMultiPlayerSessionSubsystem(); /* * 这里是一个句柄,让菜单类可以访问Subsystem */ void CreateSession(int32 NumPublicConnections,FString MatchType); void FindSession(int32 MaxSearchResults); void JoinSession(const FOnlineSessionSearchResult& SessionResults); void DestroySession(); void StartSession(); /* * 这是给菜单类做的回调委托 */ FMultiPlayerOnCreateSessionComplete MultiPlayerOnCreateSessionComplete; FMultiPlayerOnFindSessionComplete MultiPlayerOnFindSessionComplete; FMultiPlayerOnJoinSessionComplete MultiPlayerOnJoinSessionComplete; FMultiPlayerOnDestroySessionComplete MultiPlayerOnDestroySessionComplete; FMultiPlayerOnStartSessionComplete MultiPlayerOnStartSessionComplete; protected: /* * 这里是委托 */ void CreateSessionComplete(FName SessionName, bool bWasSuccessful); void FindSessionsComplete(bool bWasSuccessful); void JoinSessionComplete(FName SessionName, EOnJoinSessionCompleteResult::Type Result); void DestroySessionComplete(FName SessionName, bool bWasSuccessful); void StartSessionComplete(FName SessionName, bool bWasSuccessful); private: //查找会话设置 TSharedPtr<FOnlineSessionSearch> LastSessionSearch; IOnlineSessionPtr OnlineSessionInterface; TSharedPtr<FOnlineSessionSettings> LastSessionSettings; /* * 添加OnlineSession委托到列表内 * 我们的游玩系统内部回调绑定到这里 * */ FOnCreateSessionCompleteDelegate CreateSessionCompleteDelegate; FDelegateHandle CreateSessionCompleteDelegate_Handle; FOnFindSessionsCompleteDelegate FindSessionsCompleteDelegate; FDelegateHandle FindSessionsCompleteDelegate_Handle; FOnJoinSessionCompleteDelegate JoinSessionCompleteDelegate; FDelegateHandle JoinSessionCompleteDelegate_Handle; FOnDestroySessionCompleteDelegate DestroySessionCompleteDelegate; FDelegateHandle DestroySessionCompleteDelegate_Handle; FOnStartSessionCompleteDelegate StartSessionCompleteDelegate; FDelegateHandle StartSessionCompleteDelegate_Handle; /*p25新增的三个变量,用来在退出游戏后想创建房间的时重新使用最后一次可用的设置*/ bool bCreateSessionOnDestroySession{false}; int32 LastNumPublicConnections; FString LastMatchType; };
MultiPlayerSessionSubsystem.cpp
// Fill out your copyright notice in the Description page of Project Settings. #include "MultiPlayerSessionSubsystem.h" #include "OnlineSessionSettings.h" #include "OnlineSubsystem.h" #include "Online/OnlineSessionNames.h" UMultiPlayerSessionSubsystem::UMultiPlayerSessionSubsystem(): CreateSessionCompleteDelegate(FOnCreateSessionCompleteDelegate::CreateUObject(this,&ThisClass::CreateSessionComplete)), FindSessionsCompleteDelegate(FOnFindSessionsCompleteDelegate::CreateUObject(this,&ThisClass::FindSessionsComplete)), JoinSessionCompleteDelegate(FOnJoinSessionCompleteDelegate::CreateUObject(this,&ThisClass::JoinSessionComplete)), DestroySessionCompleteDelegate(FOnDestroySessionCompleteDelegate::CreateUObject(this,&ThisClass::DestroySessionComplete)), StartSessionCompleteDelegate(FOnStartSessionCompleteDelegate::CreateUObject(this,&ThisClass::StartSessionComplete)) { IOnlineSubsystem* OnlineSubsystem = IOnlineSubsystem::Get(); if(OnlineSubsystem) { OnlineSessionInterface = OnlineSubsystem->GetSessionInterface(); } } void UMultiPlayerSessionSubsystem::CreateSession(int32 NumPublicConnections, FString MatchType) { if(!OnlineSessionInterface.IsValid()) { return; } auto ExistingSession = OnlineSessionInterface->GetNamedSession(NAME_GameSession); if(ExistingSession != nullptr) { /*检查上个房间是否关闭,如果指针不为空就调用关闭房间的委托*/ bCreateSessionOnDestroySession = true; LastNumPublicConnections = NumPublicConnections; LastMatchType = MatchType; DestroySession(); } //存放创建委托 CreateSessionCompleteDelegate_Handle = OnlineSessionInterface->AddOnCreateSessionCompleteDelegate_Handle(CreateSessionCompleteDelegate); LastSessionSettings = MakeShareable(new FOnlineSessionSettings()); LastSessionSettings->bIsLANMatch = IOnlineSubsystem::Get()->GetSubsystemName() == "NULL" ? true:false; //最多4人 LastSessionSettings->NumPublicConnections =NumPublicConnections; //允许其他玩家加入 LastSessionSettings->bAllowJoinInProgress = true; //允许好友加入 LastSessionSettings->bAllowJoinViaPresence = true; //线上公开 LastSessionSettings->bShouldAdvertise = true; //显示用户状态 LastSessionSettings->bUsesPresence = true; //使用第三方平台 LastSessionSettings->bUseLobbiesIfAvailable = true; //唯一标识符设置为整数1 LastSessionSettings->BuildUniqueId = 1; LastSessionSettings->Set(FName("MatchType"),MatchType,EOnlineDataAdvertisementType::ViaOnlineServiceAndPing); const ULocalPlayer* LocalPlayer = GetWorld()->GetFirstLocalPlayerFromController(); if(OnlineSessionInterface->CreateSession(*LocalPlayer->GetPreferredUniqueNetId(), NAME_GameSession , *LastSessionSettings)) { /*这里是创建失败*/ OnlineSessionInterface->ClearOnCreateSessionCompleteDelegate_Handle(CreateSessionCompleteDelegate_Handle); /*在这里广播*/ MultiPlayerOnCreateSessionComplete.Broadcast(false); } } void UMultiPlayerSessionSubsystem::FindSession(int32 MaxSearchResults) { if(!OnlineSessionInterface.IsValid()) { return; } //这里将我们的委托设置成SessionInterface的句柄使用 FindSessionsCompleteDelegate_Handle = OnlineSessionInterface->AddOnFindSessionsCompleteDelegate_Handle(FindSessionsCompleteDelegate); //添加查询委托 OnlineSessionInterface->AddOnFindSessionsCompleteDelegate_Handle(FindSessionsCompleteDelegate); //设置查找 LastSessionSearch = MakeShareable(new FOnlineSessionSearch()); LastSessionSearch->MaxSearchResults = 10000; LastSessionSearch->bIsLanQuery= LastSessionSettings->bIsLANMatch = IOnlineSubsystem::Get()->GetSubsystemName() == "NULL" ? true:false; //设置查询设置 LastSessionSearch->QuerySettings.Set(SEARCH_PRESENCE,true,EOnlineComparisonOp::Equals); //获得本地的第一个玩家 const ULocalPlayer* LocalPlayer = GetWorld()->GetFirstLocalPlayerFromController(); //使用本地的第一个玩家的URL和查找设置进行查找,当查找为false或者空的时候删除句柄 if(!OnlineSessionInterface->FindSessions(*LocalPlayer->GetPreferredUniqueNetId(),LastSessionSearch.ToSharedRef())) { //删除掉句柄 OnlineSessionInterface->ClearOnFindSessionsCompleteDelegate_Handle(FindSessionsCompleteDelegate_Handle); MultiPlayerOnFindSessionComplete.Broadcast(TArray<FOnlineSessionSearchResult>(),false); } } void UMultiPlayerSessionSubsystem::JoinSession(const FOnlineSessionSearchResult& SessionResults) { if(!OnlineSessionInterface.IsValid()) { MultiPlayerOnJoinSessionComplete.Broadcast(EOnJoinSessionCompleteResult::UnknownError); return; } JoinSessionCompleteDelegate_Handle = OnlineSessionInterface->AddOnJoinSessionCompleteDelegate_Handle(JoinSessionCompleteDelegate); //获得本地的第一个玩家 const ULocalPlayer* LocalPlayer = GetWorld()->GetFirstLocalPlayerFromController(); //调用JoinSession,并且加入的时候调用OnJoinSessionCompleteDelegate这个委托 if(!OnlineSessionInterface->JoinSession(*LocalPlayer->GetPreferredUniqueNetId(),NAME_GameSession,SessionResults)) { MultiPlayerOnJoinSessionComplete.Broadcast(EOnJoinSessionCompleteResult::UnknownError); } } void UMultiPlayerSessionSubsystem::DestroySession() { /*检查在线会话接口是否有效*/ if(!OnlineSessionInterface.IsValid()) { MultiPlayerOnDestroySessionComplete.Broadcast(false); return; } DestroySessionCompleteDelegate_Handle = OnlineSessionInterface->AddOnDestroySessionCompleteDelegate_Handle(DestroySessionCompleteDelegate); if(!OnlineSessionInterface->DestroySession(NAME_GameSession)) { OnlineSessionInterface->ClearOnDestroySessionCompleteDelegate_Handle(DestroySessionCompleteDelegate_Handle); MultiPlayerOnDestroySessionComplete.Broadcast(false); } } void UMultiPlayerSessionSubsystem::StartSession() { } void UMultiPlayerSessionSubsystem::CreateSessionComplete(FName SessionName, bool bWasSuccessful) { /*当成功创建房间的时候,删除创建房间的句柄*/ if(OnlineSessionInterface) { OnlineSessionInterface->ClearOnCreateSessionCompleteDelegate_Handle(CreateSessionCompleteDelegate_Handle); } MultiPlayerOnCreateSessionComplete.Broadcast(bWasSuccessful); } void UMultiPlayerSessionSubsystem::FindSessionsComplete(bool bWasSuccessful) { if(OnlineSessionInterface) { OnlineSessionInterface->ClearOnFindSessionsCompleteDelegate_Handle(FindSessionsCompleteDelegate_Handle); } if(LastSessionSearch->SearchResults.Num()<=0) { //找到了玩家后删除掉句柄 OnlineSessionInterface->ClearOnFindSessionsCompleteDelegate_Handle(FindSessionsCompleteDelegate_Handle); return; } MultiPlayerOnFindSessionComplete.Broadcast(LastSessionSearch->SearchResults,bWasSuccessful); } void UMultiPlayerSessionSubsystem::JoinSessionComplete(FName SessionName, EOnJoinSessionCompleteResult::Type Result) { if(OnlineSessionInterface) { OnlineSessionInterface->ClearOnJoinSessionCompleteDelegate_Handle(JoinSessionCompleteDelegate_Handle); } MultiPlayerOnJoinSessionComplete.Broadcast(Result); } void UMultiPlayerSessionSubsystem::DestroySessionComplete(FName SessionName, bool bWasSuccessful) { if(OnlineSessionInterface) { OnlineSessionInterface->ClearOnDestroySessionCompleteDelegate_Handle(DestroySessionCompleteDelegate_Handle); } /*当bWasSusscful是true的时候,返回委托并创建房间,使用最后一次使用的参数*/ if(bWasSuccessful && bCreateSessionOnDestroySession) { bCreateSessionOnDestroySession = false; CreateSession(LastNumPublicConnections,LastMatchType); } MultiPlayerOnDestroySessionComplete.Broadcast(bWasSuccessful); } void UMultiPlayerSessionSubsystem::StartSessionComplete(FName SessionName, bool bWasSuccessful) { }
BaseMenu.h
// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "Blueprint/UserWidget.h" #include "Interfaces/OnlineSessionInterface.h" #include "BaseMenu.generated.h" /** * */ class UButton; UCLASS() class MULTIPLAYERSESSION_API UBaseMenu : public UUserWidget { GENERATED_BODY() protected: virtual bool Initialize() override; virtual void NativeDestruct() override; /*这里创建用来对应MultiPlayerOnCreateSessionComplete的函数*/ UFUNCTION() void OnCreateSession(bool bWasSuccessful); void OnFindSession(const TArray<FOnlineSessionSearchResult>& SessionSearchResult , bool bWasSuccessful); void OnJoinSession(EOnJoinSessionCompleteResult::Type Result); UFUNCTION() void OnDestroySession(bool bWasSuccessful); UFUNCTION() void OnStartSession(bool bWasSuccessful); public: /*菜单初始化*/ UFUNCTION(BlueprintCallable) void MenuSetup(int SetupNumPublicConnections = 4,FString SetupMatchType = TEXT("FreeForAll") , FString LobbyPath = FString(TEXT("/Game/ThirdPerson/Maps/Lobby"))); void _DebugLog(FColor DisplayColor, const FString& DebugMessage); private: //将指针与按钮绑定起来,这里的绑定必须要指针变量名称和UMG的名称完全一样 UPROPERTY(meta=(BindWidget)) UButton* HostButton; UPROPERTY(meta=(BindWidget)) UButton* JoinButton; UFUNCTION() void HostButtonClicked(); UFUNCTION() void JoinButtonClincked(); UFUNCTION() void MenuTearDown(); class UMultiPlayerSessionSubsystem* MultiPlayerSessionSubsystem; int32 NumPublicConnections{4}; FString MatchType{TEXT("FreeForAll")}; FString PathToLobby{TEXT("")}; };
BaseMenu.cpp
// Fill out your copyright notice in the Description page of Project Settings. #include "BaseMenu.h" #include "OnlineSessionSettings.h" #include "MultiPlayerSession/Public/MultiPlayerSessionSubsystem.h" #include "Components/Button.h" bool UBaseMenu::Initialize() { if(!Super::Initialize()) { return false; } if(HostButton) { HostButton->OnClicked.AddDynamic(this,&UBaseMenu::HostButtonClicked); } if(JoinButton) { JoinButton->OnClicked.AddDynamic(this,&UBaseMenu::JoinButtonClincked); } return true; } void UBaseMenu::NativeDestruct() { Super::NativeDestruct(); } void UBaseMenu::MenuSetup(int SetupNumPublicConnections ,FString SetupMatchType , FString LobbyPath) { PathToLobby = FString::Printf(TEXT("%s?listen"),*LobbyPath); NumPublicConnections = SetupNumPublicConnections; MatchType = SetupMatchType; AddToViewport(); SetVisibility(ESlateVisibility::Visible); bIsFocusable = true; UWorld* World = GetWorld(); if(World) { APlayerController* PlayerController = World->GetFirstPlayerController(); if(PlayerController) { FInputModeUIOnly InputModeUIOnly; InputModeUIOnly.SetWidgetToFocus(TakeWidget()); InputModeUIOnly.SetLockMouseToViewportBehavior(EMouseLockMode::DoNotLock); PlayerController->SetInputMode(InputModeUIOnly); PlayerController->SetShowMouseCursor(true); } } UGameInstance* GameInstance = GetGameInstance(); if(GameInstance) { MultiPlayerSessionSubsystem = GameInstance->GetSubsystem<UMultiPlayerSessionSubsystem>(); } if(MultiPlayerSessionSubsystem) { MultiPlayerSessionSubsystem->MultiPlayerOnCreateSessionComplete.AddDynamic(this,&ThisClass::OnCreateSession); /*当委托是静态的时候需要使用 AddUObject */ MultiPlayerSessionSubsystem->MultiPlayerOnFindSessionComplete.AddUObject(this,&ThisClass::OnFindSession); MultiPlayerSessionSubsystem->MultiPlayerOnJoinSessionComplete.AddUObject(this,&ThisClass::OnJoinSession); MultiPlayerSessionSubsystem->MultiPlayerOnDestroySessionComplete.AddDynamic(this,&ThisClass::OnDestroySession); MultiPlayerSessionSubsystem->MultiPlayerOnStartSessionComplete.AddDynamic(this,&ThisClass::OnStartSession); } } void UBaseMenu::OnCreateSession(bool bWasSuccessful) { if(bWasSuccessful) { _DebugLog(FColor::Green,TEXT("CreateSession Successful")); } else { UWorld* World = GetWorld(); if(World) { World->ServerTravel(PathToLobby); } else { HostButton->SetIsEnabled(true); } } } void UBaseMenu::OnFindSession(const TArray<FOnlineSessionSearchResult>& SessionSearchResult, bool bWasSuccessful) { if(MultiPlayerSessionSubsystem==nullptr) { return; } for(auto Result : SessionSearchResult) { FString SettingValue; Result.Session.SessionSettings.Get(FName("MatchType"),SettingValue); if(SettingValue == MatchType) { MultiPlayerSessionSubsystem->JoinSession(Result); return; } } if(!bWasSuccessful || SessionSearchResult.Num() == 0) { JoinButton->SetIsEnabled(true); } } void UBaseMenu::OnJoinSession(EOnJoinSessionCompleteResult::Type Result) { //加入游戏 IOnlineSubsystem* OnlineSubsystem = IOnlineSubsystem::Get(); if(OnlineSubsystem) { IOnlineSessionPtr OnlineSessionInterface = OnlineSubsystem->GetSessionInterface(); if(OnlineSessionInterface.IsValid()) { FString Address; if(OnlineSessionInterface->GetResolvedConnectString(NAME_GameSession,Address)) { APlayerController* PlayerController = GetGameInstance()->GetFirstLocalPlayerController(); if(PlayerController) { PlayerController->ClientTravel(Address,ETravelType::TRAVEL_Absolute); } } } } if(Result != EOnJoinSessionCompleteResult::Success) { JoinButton->SetIsEnabled(true); } } void UBaseMenu::OnDestroySession(bool bWasSuccessful) { } void UBaseMenu::OnStartSession(bool bWasSuccessful) { } void UBaseMenu::_DebugLog(FColor DisplayColor, const FString& DebugMessage) { if(GEngine) { GEngine->AddOnScreenDebugMessage(-1,15.f,DisplayColor,DebugMessage); } } void UBaseMenu::HostButtonClicked() { HostButton->SetIsEnabled(false); if(MultiPlayerSessionSubsystem) { MultiPlayerSessionSubsystem->CreateSession(NumPublicConnections,MatchType); } _DebugLog(FColor::Blue,FString::Printf(TEXT("Create Session Success"))); } void UBaseMenu::JoinButtonClincked() { //点击加入按钮 JoinButton->SetIsEnabled(false); if(MultiPlayerSessionSubsystem) { MultiPlayerSessionSubsystem->FindSession(10000); } } void UBaseMenu::MenuTearDown() { UWorld* World = GetWorld(); RemoveFromParent(); APlayerController* PlayerController = World->GetFirstPlayerController(); FInputModeGameAndUI InputModeGameAndUI; PlayerController->SetInputMode(InputModeGameAndUI); PlayerController->SetShowMouseCursor(false); }
我们新建了一个在Maps文件夹下的StartingMap关卡
然后在第三人称地图内选择这个关卡作为加入关卡
在Menu内新增了Quit
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