TPS入门DAY02 服务器篇
1.创建空白插件
2.导入在线子系统以及在线steam子系统库
`MultiplayerSessions.uplugin`
MultiplayerSessions.Build.cs
3.创建游戏实例以及初始化会话创建流程
创建会话需要的函数,委托,委托绑定的回调,在线子系统接口绑定某一个委托的控制其绑定的生命周期的句柄
// 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" // 包含委托定义
#include "MultiplayerSessionsSubsystem.generated.h"
/**
*
*/
UCLASS()
class MULTIPLAYERSESSIONS_API UMultiplayerSessionsSubsystem : public UGameInstanceSubsystem
{
GENERATED_BODY()
public:
UMultiplayerSessionsSubsystem();
/* 会话有关的函数 */
void CreateSession(int32 NumPublicConnections, FString MatchType);
void FindSessions(int32 MaxSearchResults);
void JoinSession(const FOnlineSessionSearchResult& SearchResult);
void DestroySession();
void StartSession();
protected:
/* 委托的回调函数 */
void OnCreateSessionComplete(FName SessionName, bool bWasSuccessful);
void OnFindSessionsComplete(bool bWasSuccessful);
void OnJoinSessionComplete(FName SessionName, EOnJoinSessionCompleteResult::Type Result);
void OnDestroySessionComplete(FName SessionName, bool bWasSuccessful);
void OnStartSessionComplete(FName SessionName, bool bWasSuccessful);
private:
/* 进入服务器的凭证,通过该凭证来加入同一个服务器 */
IOnlineSessionPtr OnlineSessionInterface;
/* 在线子系统的委托 */
FOnCreateSessionCompleteDelegate OnCreateSessionCompleteDelegate;
FOnFindSessionsCompleteDelegate OnFindSessionsCompleteDelegate;
FOnJoinSessionCompleteDelegate OnJoinSessionCompleteDelegate;
FOnDestroySessionCompleteDelegate OnDestroySessionCompleteDelegate;
FOnStartSessionCompleteDelegate OnStartSessionCompleteDelegate;
/* 在线子系统委托对应的句柄 */
/* 例:当创建会话时,在线子系统会绑定创建完会话的委托,该函数会返回创建会话完成委托的句柄,来管理委托的绑定生命周期*/
FDelegateHandle OnCreateSessionCompleteDelegateHandle;
FDelegateHandle OnFindSessionsCompleteDelegateHandle;
FDelegateHandle OnJoinSessionCompleteDelegateHandle;
FDelegateHandle OnDestroySessionCompleteDelegateHandle;
FDelegateHandle OnStartSessionCompleteDelegateHandle;
private:
/* 绑定委托的回调 */
void BindCallBack();
};
实现代码
4.创建系统菜单
编译报错
1>[3/4] Link [x64] UnrealEditor-MultiplayerSessions.dll (0:00.78 at +0:14)
1> 正在创建库 H:\UEProject\5.3\MultiPlayer\MenuSystem\Plugins\MultiplayerSessions\Intermediate\Build\Win64\x64\UnrealEditor\Development\MultiplayerSessions\UnrealEditor-MultiplayerSessions.sup.lib 和对象 H:\UEProject\5.3\MultiPlayer\MenuSystem\Plugins\MultiplayerSessions\Intermediate\Build\Win64\x64\UnrealEditor\Development\MultiplayerSessions\UnrealEditor-MultiplayerSessions.sup.exp
1>Module.MultiplayerSessions.cpp.obj : error LNK2019: 无法解析的外部符号 "__declspec(dllimport) public: __cdecl UWidget::FFieldNotificationClassDescriptor::FFieldNotificationClassDescriptor(void)" (__imp_??0FFieldNotificationClassDescriptor@UWidget@@QEAA@XZ),函数 "public: virtual struct UE::FieldNotification::IClassDescriptor const & __cdecl UWidget::GetFieldNotificationDescriptor(void)const " (?GetFieldNotificationDescriptor@UWidget@@UEBAAEBUIClassDescriptor@FieldNotification@UE@@XZ) 中引用了该符号
1>Module.MultiplayerSessions.cpp.obj : error LNK2019: 无法解析的外部符号 "__declspec(dllimport) public: virtual __cdecl UWidget::FFieldNotificationClassDescriptor::~FFieldNotificationClassDescriptor(void)" (__imp_??1FFieldNotificationClassDescriptor@UWidget@@UEAA@XZ),函数 "void __cdecl `public: virtual struct UE::FieldNotification::IClassDescriptor const & __cdecl UWidget::GetFieldNotificationDescriptor(void)const '::`2'::`dynamic atexit destructor for 'Instance''(void)" (??__FInstance@?1??GetFieldNotificationDescriptor@UWidget@@UEBAAEBUIClassDescriptor@FieldNotification@UE@@XZ@YAXXZ) 中引用了该符号
1>Module.MultiplayerSessions.cpp.obj : error LNK2019: 无法解析的外部符号 "__declspec(dllimport) private: static class UClass * __cdecl UUserWidget::GetPrivateStaticClass(void)" (__imp_?GetPrivateStaticClass@UUserWidget@@CAPEAVUClass@@XZ),函数 "public: static class UClass * __cdecl UUserWidget::StaticClass(void)" (?StaticClass@UUserWidget@@SAPEAVUClass@@XZ) 中引用了该符号
1> 已定义且可能匹配的符号上的提示:
无法解析的外部符号,别看报错了这么多,先看他比比的什么
首先UWidget这个不认识,其次UUserWidget这个类也不认识
比比半天,是库缺失了,链接一下就好了,直接搜索Widget,在解决方案下
没搜到,没关系,可能这个关键字就不是头文件命名,在搜索UserWidget
直接将UMG添加到build.cs下即可
其实就是VS下的筛选器的名字
生成成功
设置UI界面配置
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "Menu.generated.h"
/**
*
*/
UCLASS()
class MULTIPLAYERSESSIONS_API UMenu : public UUserWidget
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable)
void MenuSetup(int32 _NumberOfPublicConnections, FString _TypeOfMatch, FString _LobbyPath);
public:
/* 最大连接数 */
UPROPERTY(BlueprintReadWrite)
int32 NumberOfPublicConnections;
UPROPERTY(BlueprintReadWrite)
FString MatchType;
/* 大厅路径 */
UPROPERTY(BlueprintReadWrite)
FString LobbyPath;
};
#include "Menu.h"
void UMenu::MenuSetup(int32 _NumberOfPublicConnections, FString _TypeOfMatch, FString _LobbyPath)
{
LobbyPath = FString::Printf(TEXT("%s?listen"), *_LobbyPath);
NumberOfPublicConnections = _NumberOfPublicConnections;
MatchType = _TypeOfMatch;
AddToViewport();
SetVisibility(ESlateVisibility::Visible);
bIsFocusable = true; // 允许接收输入事件
UWorld* World = GetWorld();
if (World)
{
APlayerController* PlayerController = World->GetFirstPlayerController();
if (PlayerController)
{
FInputModeUIOnly InputMode;
InputMode.SetWidgetToFocus(TakeWidget()); // 聚焦当前控件
InputMode.SetLockMouseToViewportBehavior(EMouseLockMode::DoNotLock); // 不限制鼠标
PlayerController->SetInputMode(InputMode); // 切换为纯UI输入模式
PlayerController->bShowMouseCursor = true; // 显示鼠标光标
}
}
}
创建控件蓝图
以创建的C++Menu类为父类创建