使用 C++ 集成
Use the Matchmaker Subsystems and API to add matchmaking functionality to your Unreal Engine game in C++.
阅读时间7 分钟最后更新于 4 天前
以下部分展示如何使用 Unreal Engine 子系统与 Matchmaker SDK 集成。 Unity Gaming Services SDK 提供两个 Matchmaker 接口:
添加 Matchmaker SDK 作为依赖项
继续下一步前,请将MatchmakerSDKMatchmakerServerMatchmakerClientYourProjectName.Build.cs将希望访问的插件头文件包含到您的类中:PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });PublicDependencyModuleNames.AddRange(new string[] { "MatchmakerClient", "MatchmakerServer" });PublicDependencyModuleNames.AddRange(new string[] { "Json", "JsonUtilities" });
#include "MatchmakerClientSubsystem.h"#include "MatchmakerServerSubsystem.h"
Matchmaker Client Subsystem
Matchmaker Client Subsystem 控制关于匹配和寻找匹配玩家的客户端部分。此部分包括创建、删除和轮询匹配工单。
您可以通过获取
UMatchmakerClientSubsystemUMatchmakerClientSubsystemUGameInstanceSubsystemUGameInstanceUWorld* GameWorld = GetWorld();UGameInstance* GameInstance = GameWorld->GetGameInstance();UMatchmakerClientSubsystem* MatchmakerClientSubsystem = GameInstance->GetSubsystem<UMatchmakerClientSubsystem>();
CreateTicket
使用CreateTicket()Players您可以使用接受// Create Players arrayTArray<FMatchmakerPlayer> Players;// Create player definitionFMatchmakerPlayer SamplePlayer;SamplePlayer.Id = TEXT("SamplePlayer");// Adding custom player dataTSharedPtr<FJsonObject> CustomData = MakeShared<FJsonObject>();CustomData->SetNumberField("Skill", 100);CustomData->SetStringField("PreferredMap", "Dune");SamplePlayer.CustomData = CustomData;Players.Add(SamplePlayer);// Setup Ticket OptionsFCreateTicketOptions Options;Options.QueueName = TEXT("default-queue");MatchmakerClientSubsystem->CreateTicket(Players, options, Unity::Services::Core::THandler<FCreateTicketResponse>::CreateLambda([this](FCreateTicketResponse Response){ // Your response logic here (response includes Ticket Id)}));
FCreateTicketResponseGetTicketStatus
使用GetTicketStatus()FTimerDelegate然后,您的轮询匹配函数将类似于以下示例:// Create the Timer Delegate and set the function to callFTimerDelegate PollTicketDelegate = FTimerDelegate::CreateUObject(this, &UMyCustomClass::PollTicket, Response.TicketId);// Start the Timer that runs every 5 seconds, cache PollTicketTimerHandler to use for stopping the timer later GEngine->GameViewport->GetWorld()->GetTimerManager().SetTimer(PollTicketTimerHandle, PollTicketDelegate, 5, true);
您可以使用接受void UMyCustomClass::PollTicket(FGuid TicketId){ MatchmakerClientSubsystem->GetTicketStatus(TicketId, THandler<FGetTicketStatusResponse>::CreateLambda([this, TicketId](FGetTicketStatusResponse Response) { if (Response.bWasSuccessful) { FString TicketIdStr = *TicketId.ToString(EGuidFormats::DigitsWithHyphens).ToLower(); switch (Response.Status) { case StatusEnum::Failed: UE_LOG(LogTemp, Log, TEXT("polling for ticket has failed, response was: %s"), *Response.ErrorMessage); break; case StatusEnum::Timeout: UE_LOG(LogTemp, Log, TEXT("polling for ticket has timed out, response was: %s"), *Response.ErrorMessage); break; case StatusEnum::InProgress: UE_LOG(LogTemp, Log, TEXT("polling for ticket %s is still in progress."), *TicketId.ToString(EGuidFormats::DigitsWithHyphens).ToLower()); return; case StatusEnum::Found: UE_LOG(LogTemp, Log, TEXT("polling for ticket has completed, match found with ip: %s"), *Response.Ip); break; default: UE_LOG(LogTemp, Log, TEXT("unknown status received for ticket: %s), *TicketId.ToString(EGuidFormats::DigitsWithHyphens).ToLower()); break; } // If we made it this far, we got a status other than InProgress so we can end the polling timer. GEngine->GameViewport->GetWorld()->GetTimerManager().ClearTimer(PollTicketTimerHandle); // Delete ticket here } else { UE_LOG(LogTemp, Log, TEXT("Failed to poll Ticket status with ticket ID: %s"), *TicketId.ToString(EGuidFormats::DigitsWithHyphens).ToLower()); } }));}
FGetTicketStatusResponseDeleteTicket
使用DeleteTicket()FDeleteTicketResponse您可以使用接受MatchmakerClientSubsystem->DeleteTicket(TicketId, Unity::Services::Core::THandler<FDeleteTicketResponse>::CreateLambda([](FDeleteTicketResponse Response){ // Your response logic here}));
FDeleteTicketResponseMatchmaker Server Subsystem
Matchmaker Server Subsystem 控制关于匹配的服务器部分。此部分包括创建、审批、删除和更新回填工单。 使用UMatchmakerServerSubsystemUWorld* GameWorld = GetWorld();UGameInstance* GameInstance = GameWorld->GetGameInstance();UMatchmakerServerSubsystem* MatchmakerServerSubsystem = GameInstance->GetSubsystem<UMatchmakerServerSubsystem>();
如需了解更多详细信息,请参阅分配有效负载(通过 Multiplay 子系统使用
GetPayloadAllocation()CreateBackfillTicket
当一名或多名玩家离开完整匹配,因此服务器需要填补空缺时,您需要创建新的回填工单。要为服务器创建新的回填工单,请使用CreateBackfillTicket()您可以使用接受// Setup Backfill Ticket OptionsFCreateBackfillTicketOptions CreateBackfillTicketOptions;CreateBackfillTicketOptions.Connection = TEXT("35.245.90.171:9000");CreateBackfillTicketOptions.QueueName = TEXT("default-queue");// Create Match PropertiesFMatchProperties MatchProperties;FGuid BackfillTicketId = FGuid::NewGuid();MatchProperties.BackfillTicketId = BackfillTicket.Id;MatchProperties.Region = TEXT("aaaaaaaa-1111-bbbb-2222-cccccccccccc");// Create PlayerFMatchmakerPlayer Player;Player.Id = FGuid::NewGuid().ToString();FQosResult QosResult;QosResult.Latency = 20;QosResult.PacketLoss = 5;QosResult.Region = TEXT("aaaaaaaa-1111-bbbb-2222-cccccccccccc");Player.QoSResults.Add(QosResult);MatchProperties.Players.Add(Player);// Create TeamFMatchmakerTeam Team;Team.TeamName = TEXT("Red");FGuid TeamId = FGuid::NewGuid();Team.TeamId = TeamId.ToString(EGuidFormats::DigitsWithHyphens);Team.PlayerIds.Add(Player.Id);MatchProperties.Teams.Add(Team);CreateBackfillTicketOptions.Properties.MatchProperties = MatchProperties;MatchmakerServerSubsystem->CreateBackfillTicket(CreateBackfillTicketOptions, Unity::Services::Core::THandler<FCreateBackfillTicketResponse>::CreateLambda([this, Player, Team](FCreateBackfillTicketResponse CreateResponse){ // Your response logic here}));
FCreateBackfillTicketResponseApproveBackfillTicket
要在创建回填工单后审批回填工单,请使用ApproveBackfillTicket()您可以使用接受MatchmakerServerSubsystem->ApproveBackfillTicket(BackfillTicketId, Unity::Services::Core::THandler<FApproveBackfillTicketResponse>::CreateLambda([this](FApproveBackfillTicketResponse ApproveResponse){ // Your response logic here}));
FApproveBackfillTicketResponseDeleteBackfillTicket
当匹配人数已满,不再需要服务器接受新玩家时,删除回填工单。当游戏匹配结束后,不再希望服务器接收新玩家时,也应该执行此操作。要停止服务器上的回填,请使用DeleteBackfillTicket()您可以使用接受MatchmakerServerSubsystem->DeleteBackfillTicket(BackfillTicketId, Unity::Services::Core::THandler<FDeleteBackfillTicketResponse>::CreateLambda([this](FDeleteBackfillTicketResponse DeleteResponse){ // Handle response here}));
FDeleteBackfillTicketResponseUpdateBackfillTicket
要更新服务器的当前回填工单,请使用UpdateBackfillTicket()Unity 建议先调用// From ApproveFBackfillTicket BackfillTicket;FGuid BackfillTicketId = FGuid::Parse(ApproveResponse.BackfillTicket.Id, BackfillTicketId);FBackfillTicket BackfillTicket = ApproveResponse.BackfillTicket;// Setup MatchPropertiesFMatchProperties MatchProperties;MatchProperties.BackfillTicketId = BackfillTicket.Id; // Could be retrieved in Payload allocation's MatchPropertiesMatchProperties.Region = TEXT("aaaaaaaa-1111-bbbb-2222-cccccccccccc"); // Could be retrieved in Payload allocation's MatchProperties// Add a new player to the backfill ticketFMatchmakerPlayer NewPlayer;NewPlayer.Id = TEXT("NewPlayer");TSharedPtr<FJsonObject> CustomData = MakeShared<FJsonObject>();CustomData->SetNumberField("Skill", 100);CustomData->SetStringField("PreferredMap", "Dune");NewPlayer.CustomData = CustomData;BackfillTicket.Properties.Players.Add(NewPlayer);BackfillTicket.Properties.[0].PlayerIds.Add(NewPlayer.Id);// Remove a Player from the backfill ticketFString PlayerIdToRemove = TEXT("SamplePlayer");for (FMatchmakerPlayer Player : BackfillTicket.Properties.Players){ if (Player.Id == PlayerIdToRemove) { BackfillTicket.Properties.Players.Remove(Player); break; }}if (BackfillTicket.Properties.Teams[0].PlayerIds.Contains(PlayerIdToRemove)){ BackfillTicket.Properties.Teams[0].PlayerIds.Remove(PlayerIdToRemove);}// Call to update backfill ticketMatchmakerServerSubsystem->UpdateBackfillTicket(BackfillTicketId, BackfillTicket, Unity::Services::Core::THandler<FUpdateBackfillTicketResponse>::CreateLambda([this, BackfillTicketId](FUpdateBackfillTicketResponse UpdateResponse){ // Handle Response here}));
ApproveBackfillTicketApproveBackfillTicketBackfillTicketUpdateBackfillTicketFUpdateBackfillTicketResponse使用 THandler
SDK 中包括与 Blueprint 兼容的自定义委托。使用 THandler 的方式与常规 Unreal Engine 委托类似。 以下代码片段展示了如何进行带有内联响应的调用:Matchmaker::THandler<FCreateTicketResponse>::CreateLambda([ResponseDelegate](FCreateTicketResponse Response){ if (Response.bWasSuccessful) { UE_LOG(LogMatchmakerSDK, Log, TEXT("Successfully retrieved Ticket ID: %s"), *Response.TicketId); } else { UE_LOG(LogMatchmakerSDK, Error, TEXT("Failed to retrieve Ticket ID: %s"), *Response.ErrorMessage); } ResponseDelegate.ExecuteIfBound(Response);}));