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    Originally posted by Psy-Lance
    I find it ridiculous that there isn't an official tutorial on how to make this work (and no sign of the limitations put on appID 480). What's the point of making a plugin if nobody is told how to use it properly?
    i couldn't agree with you more

    Comment


      Originally posted by Frozenfire View Post
      Question ,

      how do you take the UniqueNetId for another player?

      It seems that it require PlayerController and they only exist on server and owning client.
      Hence , only server can get the UniqueNetIdfor everyone. And you can only get your own UniqueNetId.
      There is no way for client to get the uniqueID of another player. I try forcefully passing the controller over . resulting in bad unique ID.


      So if you can't get UniqueNetId, how then are you going to mute another player ( i'm developing a team-based game and is needing to unregister/mute opposing team )
      I also cannot get steam avatar of another player.
      It seems that a lot cannot be done without UniqueNetId

      Is there a way to get UniqueNetIdfrom Playerstate , this is where i believe the actual UniqueNetIdis being stored isn't it?
      Please share an ideal solution if you know any. thanks
      This is also what I want to say, I also encountered the same problem, do not know how to solve

      Comment


        Originally posted by 夏之の殇 View Post

        This is also what I want to say, I also encountered the same problem, do not know how to solve
        Epic stores remote unique net ids in the player state struct. Get the GameState->PlayerArray each player in that list you can get the unique net id from and use it.
        Originally posted by Psy-Lance
        I find it ridiculous that there isn't an official tutorial on how to make this work (and no sign of the limitations put on appID 480). What's the point of making a plugin if nobody is told how to use it properly?
        AppID480 isn't my ID, it is valves and I don't control anything about it, nor do I control what settings you use on your own AppID, and valve has extensive documentation of their own.

        This also doesn't re-write the subsystems any, it just exposes engine features to BP that aren't exposed in engine. There are plenty of tutorials out there for subsystems in ue4 in general, they all generally apply, not to mention the ones specific to this plugin that users have made.

        Also, just to vent a bit.

        I have kept it maintained and working for 5 years (even after mostly feature locking it), gave it for free to anyone that wanted to use it, and let people make tutorials off of it at will (of which there are many now). Tutorials are not my strong point, many people better than me at them have made some.

        In the end this plugin was a stop gap way back in 4.6 until the engines blueprint interface for sessions was finished, it wasn't intended to be the main way of doing it for years.....


        Consider supporting me on patreon

        My Open source tools and plugins
        Advanced Sessions Plugin
        VR Expansion Plugin

        Comment


          Hi guys. So, i have a problem. When i start standalone in engine, there is no steam overlay and Spacewar in steam, but if i launch game from project file, its ok. I have no clue why it is like that. Is someone experienceв with this problem or can help?

          Comment


            Originally posted by Psy-Lance
            I find it ridiculous that there isn't an official tutorial on how to make this work (and no sign of the limitations put on appID 480). What's the point of making a plugin if nobody is told how to use it properly?
            This is a plugin created and made available for free by a community member - Many games have shipped with it successfully, and the amount of support mordentral provides for his work is honorable. There's no room for non-constructive complaints here.

            Comment


              Originally posted by VictorLerp View Post

              This is a plugin created and made available for free by a community member - Many games have shipped with it successfully, and the amount of support mordentral provides for his work is honorable. There's no room for non-constructive complaints here.
              It was not my intention to complain, I see how it obviously looks like a complaint, it was merely a thought. I really like the fact a lot of people are able to make games because of the people in the community contributing with stuff. I forgot to thank Mordentral, thank you very much for this plugin <3. And sorry for my ****.

              Now that I look at my post I ask myself what the point of it was... it looks like something a child would do; complain to get something. Which wasn't my intention.



              Originally posted by J.i.n.n. View Post
              Hi guys. So, i have a problem. When i start standalone in engine, there is no steam overlay and Spacewar in steam, but if i launch game from project file, its ok. I have no clue why it is like that. Is someone experienceв with this problem or can help?

              From what I've learned is that it is normal for it to be like that. But I am not an expert.


              --now I noticed Mordentral replied to my stupidity *blushing out of shame* --
              I know appID 480 is valve stuff which is why I added the parenthesis. Maybe I just suck at googling..
              Last edited by Psy-Lance; 08-20-2020, 10:39 AM.

              Comment


                hi there, ty for ur awesome plugin

                I'm using advanced voice and VOIP in ue4.25
                and everything working fine,
                but the only problem is, the voice chat system only works if we join the server with join session
                if we connect to the server with IP address like "open IP" the voice not gone work this way

                btw I'm using a dedicated server and I host the game with the dedicated server instead of listen server,
                I need to use find sessions advanced and join session
                but I can't find sessions on the internet on a dedicated server, is there a way that I can find a session on a specific IP?
                how can I address find a session to look into my dedicated server and find sessions there?

                I will be grateful if someone helps me,
                sorry for my bad English

                btw I'm using online subsystem null, not steam or any other

                another approach to solve this, create custom search result for "join session" bp node,
                how can I create custom search result of session in dedicated server
                Last edited by Nobandegan; 08-21-2020, 06:00 AM.

                Comment


                  Originally posted by Nobandegan View Post
                  hi there, ty for ur awesome plugin

                  I'm using advanced voice and VOIP in ue4.25
                  and everything working fine,
                  but the only problem is, the voice chat system only works if we join the server with join session
                  if we connect to the server with IP address like "open IP" the voice not gone work this way

                  btw I'm using a dedicated server and I host the game with the dedicated server instead of listen server,
                  I need to use find sessions advanced and join session
                  but I can't find sessions on the internet on a dedicated server, is there a way that I can find a session on a specific IP?
                  how can I address find a session to look into my dedicated server and find sessions there?

                  I will be grateful if someone helps me,
                  sorry for my bad English

                  btw I'm using online subsystem null, not steam or any other

                  another approach to solve this, create custom search result for "join session" bp node,
                  how can I create custom search result of session in dedicated server
                  Its because the voice engine only spools up and registers players in session for it, and identifies them by their unique net id, something that they don't have if just opening into the server.


                  Consider supporting me on patreon

                  My Open source tools and plugins
                  Advanced Sessions Plugin
                  VR Expansion Plugin

                  Comment


                    Hi, Thanks for the awesome plugin! I was able to get it working with my own steamid but one issue I have is connecting to a LAN server. Connecting to a local server works fine and connecting to a remote server works fine but when I connect to a lan server on the same subnet I am not able to connect and I am not sure where the connection is breaking. I have pasted the log below. To my knowledge, they are communicating back and forth and a timeout occurs possibly on the Linux server. Any help would be greatly appreciated!

                    Client: Windows 64 bit
                    Server: Linux 64 bit

                    Code:
                    [2020.08.21-19.24.52:123][632]LogScript: Script Msg: Found a session. Ping is 9999
                    [2020.08.21-19.24.54:133][ 99]LogOnline: Verbose: OSS: Async task 'FOnlineAsyncTaskSteamFindServers bWasSuccessful: 1 Results: 0' succeeded in 2.008253 seconds
                    [2020.08.21-19.24.54:135][ 99]LogBlueprintUserMessages: [BP_SurvivalGameInstance_C_2147482603] Successfully joining server
                    [2020.08.21-19.24.54:135][ 99]LogOnlineSession: STEAM: Using Host Data for Connection Serialization
                    [2020.08.21-19.24.54:135][ 99]LogOnlineSession: OSS: Join session: traveling to 192.168.100.16:7777
                    [2020.08.21-19.24.54:135][ 99]LogBlueprintUserMessages: [BP_SurvivalGameInstance_C_2147482603] Successfully joined server!!!
                    [2020.08.21-19.24.54:135][ 99]LogNet: Browse: 192.168.100.16/Game/Maps/MainMenu
                    [2020.08.21-19.24.54:136][ 99]LogInit: WinSock: Socket queue. Rx: 32768 (config 32768) Tx: 32768 (config 32768)
                    [2020.08.21-19.24.54:136][ 99]LogNet: Created socket for bind address: 0.0.0.0 on port 0
                    [2020.08.21-19.24.54:136][ 99]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
                    [2020.08.21-19.24.54:137][ 99]LogNet: Game client on port 7777, rate 10000
                    [2020.08.21-19.25.14:150][976]LogNet: Warning: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 20.01, Real: 20.01, Good: 20.01, DriverTime: 20.02, Threshold: 20.00, [UNetConnection] RemoteAddr: 192.168.100.16:7777, Name: SteamNetConnection_2147482532, Driver: PendingNetDriver SteamNetDriver_2147482533, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID
                    [2020.08.21-19.25.14:150][976]LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = ConnectionTimeout, ErrorString = UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 20.01, Real: 20.01, Good: 20.01, DriverTime: 20.02, Threshold: 20.00, [UNetConnection] RemoteAddr: 192.168.100.16:7777, Name: SteamNetConnection_2147482532, Driver: PendingNetDriver SteamNetDriver_2147482533, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID, Driver = PendingNetDriver SteamNetDriver_2147482533
                    [2020.08.21-19.25.14:150][976]LogNet: Warning: Network Failure: PendingNetDriver[ConnectionTimeout]: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 20.01, Real: 20.01, Good: 20.01, DriverTime: 20.02, Threshold: 20.00, [UNetConnection] RemoteAddr: 192.168.100.16:7777, Name: SteamNetConnection_2147482532, Driver: PendingNetDriver SteamNetDriver_2147482533, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID
                    [2020.08.21-19.25.14:150][976]LogNet: NetworkFailure: ConnectionTimeout, Error: 'UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 20.01, Real: 20.01, Good: 20.01, DriverTime: 20.02, Threshold: 20.00, [UNetConnection] RemoteAddr: 192.168.100.16:7777, Name: SteamNetConnection_2147482532, Driver: PendingNetDriver SteamNetDriver_2147482533, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID'
                    [2020.08.21-19.25.14:150][976]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: 192.168.100.16:7777, Name: SteamNetConnection_2147482532, Driver: PendingNetDriver SteamNetDriver_2147482533, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID, Channels: 2, Time: 2020.08.21-19.25.14
                    [2020.08.21-19.25.14:150][976]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 192.168.100.16:7777, Name: SteamNetConnection_2147482532, Driver: PendingNetDriver SteamNetDriver_2147482533, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID
                    [2020.08.21-19.25.14:150][976]LogNet: DestroyNamedNetDriver SteamNetDriver_2147482533 [PendingNetDriver]
                    [2020.08.21-19.25.14:150][976]LogExit: PendingNetDriver SteamNetDriver_2147482533 shut down
                    Edit:
                    I am able to connect to a lan server on both windows and linux but i cant connect remotely. Any suggestions?
                    Last edited by Ericode; 08-29-2020, 11:07 PM.

                    Comment


                      Originally posted by mordentral View Post

                      Its because the voice engine only spools up and registers players in session for it, and identifies them by their unique net id, something that they don't have if just opening into the server.
                      yes, I solve that problem, with creating a session for each client and then open ip , at least it working for now
                      but now I realized VOIP doesn't work on dedicated servers with null subsystem, only work with listen server
                      do u have any workaround to get VOIP working with null subsystem and dedicated server

                      Comment


                        Originally posted by mordentral View Post

                        Epic stores remote unique net ids in the player state struct. Get the GameState->PlayerArray each player in that list you can get the unique net id from and use it.


                        AppID480 isn't my ID, it is valves and I don't control anything about it, nor do I control what settings you use on your own AppID, and valve has extensive documentation of their own.

                        This also doesn't re-write the subsystems any, it just exposes engine features to BP that aren't exposed in engine. There are plenty of tutorials out there for subsystems in ue4 in general, they all generally apply, not to mention the ones specific to this plugin that users have made.

                        Also, just to vent a bit.

                        I have kept it maintained and working for 5 years (even after mostly feature locking it), gave it for free to anyone that wanted to use it, and let people make tutorials off of it at will (of which there are many now). Tutorials are not my strong point, many people better than me at them have made some.

                        In the end this plugin was a stop gap way back in 4.6 until the engines blueprint interface for sessions was finished, it wasn't intended to be the main way of doing it for years.....


                        Thank you very much for your reply. I also know how to use it.It's true that plug-ins are great.The other thing is that I stop Networked Voice doesn't work.It doesn't work even on the server or on the client.

                        Is LocalPlayer Talking Is always false, even though I'm calling it from the UI.Or can it only be called in the Controller?

                        I just tested again to see that it wasn't StopNetworked that wasn't working, but that Is RemotePlayerTalking was always true.Even if other players are not sounding or StopNetworked.So I always thought StopNetworked didn't work.But IsLocalPlayerTalking is always false
                        Last edited by 夏之の殇; 08-22-2020, 09:11 AM.

                        Comment


                          Hi, I'm just here to thank you and say that this plugin is great!
                          Thanks again. Cheers!

                          Comment


                            Hi, I'm confused as to what the limitations of testing with AppID 480 are. Should you be able to pull a Friends List using the 480 AppID? I see that I am getting a Unique Net ID from my player controller, but the Get and Store Friends List is only exiting through the On Failure route for me. (I understand 480 is a Valve/Steam sample ID for developers to use and that you don't control it, mordentral, just trying to understand whether what I'm seeing is a limitation of using this App ID or if something else could be wrong). Appreciate any input anyone can provide!

                            I do have this stuff set in DefaultEngine.ini:

                            [/Script/Engine.GameEngine]
                            +NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")

                            [OnlineSubsystem]
                            DefaultPlatformService=Steam

                            [OnlineSubsystemSteam]
                            bEnabled=true
                            SteamDevAppId=480
                            GameServerQueryPort=27015
                            [/Script/OnlineSubsystemSteam.SteamNetDriver]
                            NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"
                            Last edited by Nostrildumbass; 08-31-2020, 03:20 PM.

                            Comment


                              Originally posted by Nostrildumbass View Post
                              Hi, I'm confused as to what the limitations of testing with AppID 480 are. Should you be able to pull a Friends List using the 480 AppID? I see that I am getting a Unique Net ID from my player controller, but the Get and Store Friends List is only exiting through the On Failure route for me. (I understand 480 is a Valve/Steam sample ID for developers to use and that you don't control it, mordentral, just trying to understand whether what I'm seeing is a limitation of using this App ID or if something else could be wrong). Appreciate any input anyone can provide!

                              I do have this stuff set in DefaultEngine.ini:

                              [/Script/Engine.GameEngine]
                              +NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")

                              [OnlineSubsystem]
                              DefaultPlatformService=Steam

                              [OnlineSubsystemSteam]
                              bEnabled=true
                              SteamDevAppId=480
                              GameServerQueryPort=27015
                              [/Script/OnlineSubsystemSteam.SteamNetDriver]
                              NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"
                              You can still get the friends list with a valid unique net id on app id 480, assuming that the computer is running the steam client and running through steam and not the backup null subsystem.


                              Consider supporting me on patreon

                              My Open source tools and plugins
                              Advanced Sessions Plugin
                              VR Expansion Plugin

                              Comment


                                Originally posted by mordentral View Post

                                You can still get the friends list with a valid unique net id on app id 480, assuming that the computer is running the steam client and running through steam and not the backup null subsystem.
                                Interesting, so it may be some sort of firewall issue possibly. I can host and join sessions between PIE previews so I don't know what else it can be. I'll check that avenue...

                                Comment

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