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- using UnrealBuildTool;
-
- public class myue521 : ModuleRules
- {
- public myue521(ReadOnlyTargetRules Target) : base(Target)
- {
- PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
-
- PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore"
- , "HeadMountedDisplay", "EnhancedInput"
- , "WebSockets","JsonUtilities", "Json"});
- }
- }
说明,其中myue521是我的模块名,文件名为myue521.Build.cs。 新增的模块:"WebSockets","JsonUtilities", "Json"。
准备实现自己的webscoket_client。具体操作步骤如下:
在ue5中自定义类,父类设置为UGameInstance,我这命名为UUWebSocketGameInstance
在UUWebSocketGameInstance.h里新增如下方法。
其中init和 Shutdown方法是在父类UGameInstance中定义的,我们这里覆盖它;
WebSocket用来标识我们代码生成的socket,计划在init里初始化,在Shutdown里销毁
OnConnected、OnConnectionError、OnClosed、OnMessage、OnMessageSent用来处理socket消息,具体看后买你的代码实现。
在UUWebSocketGameInstance.cpp里实现已经生命的方法。
- // Fill out your copyright notice in the Description page of Project Settings.
-
-
- #include "UWebSocketGameInstance.h"
- #include "WebSockets/Public/WebSocketsModule.h"
- #include "WebSockets/Public/IWebSocket.h"
- #include "Templates/SharedPointer.h"
-
-
- void UUWebSocketGameInstance::Init() {
- Super::Init();
-
- if (!FModuleManager::Get().IsModuleLoaded("WebSockets")) {
- FModuleManager::Get().LoadModule("WebSockets");
- }
-
- WebSocket = FWebSocketsModule::Get().CreateWebSocket("ws://127.0.0.1:8081/webSocketServer/ue");
-
- WebSocket->OnConnected().AddUObject(this, &UUWebSocketGameInstance::OnConnected);
- WebSocket->OnConnectionError().AddUObject(this, &UUWebSocketGameInstance::OnConnectionError);
- WebSocket->OnClosed().AddUObject(this, &UUWebSocketGameInstance::OnClosed);
- WebSocket->OnMessage().AddUObject(this, &UUWebSocketGameInstance::OnMessage);
- WebSocket->OnMessageSent().AddUObject(this, &UUWebSocketGameInstance::OnMessageSent);
-
- WebSocket->Connect();
-
- }
-
-
- void UUWebSocketGameInstance::Shutdown() {
-
- if (WebSocket->IsConnected()) {
- WebSocket->Close();
- }
- Super::Shutdown();
- }
-
-
-
- void UUWebSocketGameInstance::OnConnected()
- {
- UE_LOG(LogTemp, Warning, TEXT("%s"), *FString(__FUNCTION__));
-
- GEngine->AddOnScreenDebugMessage(-1, 3.0f, FColor::Green, "Successfully Connected");
- }
-
- void UUWebSocketGameInstance::OnConnectionError(const FString& Error)
- {
- UE_LOG(LogTemp, Warning, TEXT("%s Error:%s"), *FString(__FUNCTION__), *Error);
- }
-
- void UUWebSocketGameInstance::OnClosed(int32 StatusCode, const FString& Reason, bool bWasClean)
- {
- UE_LOG(LogTemp, Warning, TEXT("%s StatusCode:%d Reason:%s bWasClean:%d"),
- *FString(__FUNCTION__), StatusCode, *Reason, bWasClean);
- }
-
- void UUWebSocketGameInstance::OnMessage(const FString& Message)
- {
- GEngine->AddOnScreenDebugMessage(-1, 3.0f, FColor::Cyan, FString::Printf(TEXT("%s Message:%s"), *FString(__FUNCTION__), *Message) );
-
- UE_LOG(LogTemp, Warning, TEXT("%s Message:%s"), *FString(__FUNCTION__), *Message);
-
- TSharedRef< TJsonReader<> > Reader = TJsonReaderFactory<>::Create(Message);
- TSharedPtr<FJsonObject> Root;
-
- if (FJsonSerializer::Deserialize(Reader, Root))
- {
- if (Root->HasField(TEXT("Topic"))) {
- FString Topic = Root->GetStringField(TEXT("Topic"));
- TSharedPtr<FJsonObject, ESPMode::ThreadSafe> Data = Root->GetObjectField(TEXT("Data"));
-
- // TSharedPtr<FJsonObject, ESPMode::ThreadSafe> ObjectField = Object->GetObjectField(TEXT("realtime"));
- FString KeyField = Data->GetStringField("Key");
- FString ValueField = Data->GetStringField("Value");
-
-
- GEngine->AddOnScreenDebugMessage(-1, 3.0f, FColor::Cyan, "Key: " + KeyField + ",Value:" + ValueField);
- }
- else {
- GEngine->AddOnScreenDebugMessage(-1, 3.0f, FColor::Cyan, "解析json异常");
- }
- }
- }
-
- void UUWebSocketGameInstance::OnMessageSent(const FString& MessageString)
- {
- UE_LOG(LogTemp, Warning, TEXT("%s MessageString:%s"), *FString(__FUNCTION__), *MessageString);
- }
-
其中UUWebSocketGameInstance::Init()里初始化了websocket,并配置监听方法
UUWebSocketGameInstance::Shutdown()用来销毁生成的websocket
UUWebSocketGameInstance::OnConnected(),UUWebSocketGameInstance::OnConnectionError,UUWebSocketGameInstance::OnClosed,UUWebSocketGameInstance::OnMessage,UUWebSocketGameInstance::OnMessageSent是用来处理绑定消息的。其中UUWebSocketGameInstance::OnMessage里的消息是json格式,具体格式见下面的备注1.
自主调用可以在某个Character里通过如下代码进行调用。可以在自己的类里面调用。比如放到构造方法或者某个动作触发调用。
- void Amyue521Character::NotifyServer() {
- UUWebSocketGameInstance* GameInstance = Cast<UUWebSocketGameInstance>(GetGameInstance());
- if (GameInstance) {
- if (GameInstance->WebSocket->IsConnected()) {
- GameInstance->WebSocket->Send("FROM UnrealEngine 5");
- }
- }
- }
通过UE5的项目设置进行修改游戏实例。
约定接收的json数据格式为
{ "Topic": "Unreal", "Data": { "Key": "mood", "Value": 1.0 } }
通过该例子我们学到了websocket,json的应用
还学到的两种打印log的方法
- GEngine->AddOnScreenDebugMessage(-1, 3.0f, FColor::Cyan, FString::Printf(TEXT("%s Message:%s"), *FString(__FUNCTION__), *Message) );
-
- UE_LOG(LogTemp, Warning, TEXT("%s Message:%s"), *FString(__FUNCTION__), *Message);
为什么使用UGameInstance, UGameInstance在UE5中充当什么角色
ULog 的使用,参考文档:http://www.bimant.com/blog/ue_log-crash-course/
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