# 实现目标
- ue5 c++ 实现socket客户端,读取服务端数据,并进行解析
#实现步骤
- {projectName}.Build.cs里增加 "WebSockets","JsonUtilities", "Json"配置信息,最终输出如下:
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"。
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准备实现自己的webscoket_client。具体操作步骤如下:
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在ue5中自定义类,父类设置为UGameInstance,我这命名为UUWebSocketGameInstance
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在UUWebSocketGameInstance.h里新增如下方法。
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其中init和 Shutdown方法是在父类UGameInstance中定义的,我们这里覆盖它;
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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
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OnConnected、OnConnectionError、OnClosed、OnMessage、OnMessageSent用来处理socket消息,具体看后买你的代码实现。
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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
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UUWebSocketGameInstance::Shutdown()用来销毁生成的websocket
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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.
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开始配置使用并调用方法。
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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。
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备注
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约定接收的json数据格式为
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总结
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通过该例子我们学到了websocket,json的应用
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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);
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待解决的问题
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为什么使用UGameInstance, UGameInstance在UE5中充当什么角色
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ULog 的使用,参考文档:http://www.bimant.com/blog/ue_log-crash-course/
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