Hello,
I have a Python UDP socket server listening for packets from the game, but the game client socket is not being created.
The Output Log errors are:
FUdpSocketBuilder: Failed to bind UpdSendSocket to 127.0.0.1:2345
FUdpSocketBuilder: Failed to configure multicast for UpdSendSocket (loopback: 0, ttl: 1)
FUdpSocketBuilder: Failed to create and initialize socket UpdSendSocket (last error: 0)
This is the code:
#define PORT 2345
FIPv4Endpoint EndPoint1(FIPv4Address(127, 0, 0, 1), PORT);
FSocket *UdpSenderSocket = FUdpSocketBuilder(TEXT("UpdSendSocket"))
.BoundToEndpoint(EndPoint1)
.AsNonBlocking()
.AsReusable()
.WithBroadcast()
.WithSendBufferSize(2 * 1024 * 1024);
Any suggestions? Thanks!
Adding these lines after FUdpSocketBuilder will crash the game:
int32 SendSize = 2 * 1024 * 1024;
UdpSenderSocket->SetSendBufferSize(SendSize, SendSize);
The MiniDump Exception reads: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
This same exception appears when a C++ WinSock with Select (a non-blocking socket) waits for dropped packets.
I figured it out. The Endpoint of FUdpSocketBuilder is the Client (game) IP/Port. The SendTo Endpoint is the Server IP/Port.
The error was caused by the Client’s socket endpoint being already in use by the Server.
Code:
#define PORT_CLIENT 1234
#define PORT_SERVER 8888
TArray<int> AUE4_UDP_Socket_Test_Client::UE4_UDP_Socket_IO(FString Message)
{
FIPv4Endpoint EndPoint_Client (FIPv4Address(127, 0, 0, 1), PORT_CLIENT);
FIPv4Endpoint EndPoint_Server(FIPv4Address(127, 0, 0, 1), PORT_SERVER);
FSocket *UdpSenderSocket = FUdpSocketBuilder(TEXT("UpdSendSocket"))
.BoundToEndpoint(EndPoint_Client)
.AsNonBlocking()
.AsReusable()
.WithBroadcast()
.WithSendBufferSize(2 * 1024 * 1024);
if (UdpSenderSocket)
{
UE_LOG(UE4_UDP_Log, Display, TEXT("Send socket create succesful"));
int32 BytesSent;
FTimespan waitTime = FTimespan(10);
TCHAR *serializedChar = Message.GetCharArray().GetData();
int32 size = FCString::Strlen(serializedChar);
int32 sent = 0;
bool success = UdpSenderSocket->SendTo((uint8*)TCHAR_TO_UTF8(serializedChar), size, BytesSent, *EndPoint_Server.ToInternetAddr());
if (success && BytesSent > 0) // Success
{
UE_LOG(UE4_UDP_Log, Display, TEXT("SendTo Successful."));
}
else
{
UE_LOG(UE4_UDP_Log, Display, TEXT("SendTo Failed"));
}
}
}
HuangMM
(HuangMM)
May 7, 2019, 7:33am
4
Hey, did you try this function in iOS? I try this in windows computers and it works fine. But when I launch to Ipad, FUdpSocketBuilder created fail and UdpSenderSocket is NULL. Anyone know why?