// Copyright Epic Games, Inc. All Rights Reserved. #include "MultiplayerTestCharacter.h" #include "HeadMountedDisplayFunctionLibrary.h" #include "Camera/CameraComponent.h" #include "Components/CapsuleComponent.h" #include "Components/InputComponent.h" #include "GameFramework/CharacterMovementComponent.h" #include "GameFramework/Controller.h" #include "GameFramework/SpringArmComponent.h" #include "OnlineSubsystem.h" #include "OnlineSessionSettings.h" #include "Kismet/GameplayStatics.h" ////////////////////////////////////////////////////////////////////////// // AMultiplayerTestCharacter AMultiplayerTestCharacter::AMultiplayerTestCharacter() :OnSessionCreatedDelegate(FOnCreateSessionCompleteDelegate::CreateUObject(this,&ThisClass::OnSessionCreateComplete)) ,OnSessionFoundDelegate(FOnFindSessionsCompleteDelegate::CreateUObject(this,&ThisClass::OnFindSessionComplete)) ,OnSessionJoinedDelegate(FOnJoinSessionCompleteDelegate::CreateUObject(this,&ThisClass::OnJoinSessionComplete)) { // Set size for collision capsule GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f); // set our turn rates for input BaseTurnRate = 45.f; BaseLookUpRate = 45.f; // Don't rotate when the controller rotates. Let that just affect the camera. bUseControllerRotationPitch = false; bUseControllerRotationYaw = false; bUseControllerRotationRoll = false; // Configure character movement GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input... GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f); // ...at this rotation rate GetCharacterMovement()->JumpZVelocity = 600.f; GetCharacterMovement()->AirControl = 0.2f; // Create a camera boom (pulls in towards the player if there is a collision) CameraBoom = CreateDefaultSubobject(TEXT("CameraBoom")); CameraBoom->SetupAttachment(RootComponent); CameraBoom->TargetArmLength = 300.0f; // The camera follows at this distance behind the character CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller // Create a follow camera FollowCamera = CreateDefaultSubobject(TEXT("FollowCamera")); FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm // Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character) // are set in the derived blueprint asset named MyCharacter (to avoid direct content references in C++) IOnlineSubsystem* OnlineSubsystem = IOnlineSubsystem::Get(); if(OnlineSubsystem) { OnlineSessionInterface = OnlineSubsystem->GetSessionInterface(); if(GEngine) { GEngine->AddOnScreenDebugMessage( -1, 15.f, FColor::Blue, FString::Printf(TEXT("Found subsystem %s"),*OnlineSubsystem->GetSubsystemName().ToString()) ); } } } void AMultiplayerTestCharacter::CreateGameSession() { if(!OnlineSessionInterface.IsValid()) return; if(auto ActiveSession = OnlineSessionInterface->GetNamedSession(NAME_GameSession)) OnlineSessionInterface->DestroySession(NAME_GameSession); OnlineSessionInterface->AddOnCreateSessionCompleteDelegate_Handle(OnSessionCreatedDelegate); const TSharedRef SessionSettings = MakeShareable(new FOnlineSessionSettings()); SessionSettings->bIsLANMatch = false; SessionSettings->NumPublicConnections = 4; SessionSettings->bAllowJoinInProgress = true; SessionSettings->bAllowJoinViaPresence = true; SessionSettings->bShouldAdvertise = true; SessionSettings->bUseLobbiesIfAvailable = true; //SessionSettings->bUsesPresence = true; SessionSettings->Set(FName("MatchType"),FString("FreeForAll"),EOnlineDataAdvertisementType::ViaOnlineServiceAndPing); const ULocalPlayer* LocalPlayer = GetWorld()->GetFirstLocalPlayerFromController(); OnlineSessionInterface->CreateSession(*LocalPlayer->GetPreferredUniqueNetId(),NAME_GameSession,*SessionSettings); } void AMultiplayerTestCharacter::JoinGameSession() { if(!OnlineSessionInterface.IsValid()) return; OnlineSessionInterface->AddOnFindSessionsCompleteDelegate_Handle(OnSessionFoundDelegate); SearchSettings = MakeShareable(new FOnlineSessionSearch()); SearchSettings->MaxSearchResults = 1000; SearchSettings->bIsLanQuery = false; SearchSettings->QuerySettings.Set(SEARCH_PRESENCE,true,EOnlineComparisonOp::Equals); SearchSettings->SearchResults.Empty(); const ULocalPlayer* LocalPlayer = GetWorld()->GetFirstLocalPlayerFromController(); OnlineSessionInterface->FindSessions(*LocalPlayer->GetPreferredUniqueNetId(),SearchSettings.ToSharedRef()); if(GEngine) { GEngine->AddOnScreenDebugMessage( -1, 15.f, FColor::Yellow, FString::Printf(TEXT("Search for sessions ...")) ); } } void AMultiplayerTestCharacter::OpenLobby() { GetWorld()->ServerTravel("/Game/ThirdPersonCPP/Maps/Lobby?listen"); } void AMultiplayerTestCharacter::CallOpenLevel(const FString& Address) { UGameplayStatics::OpenLevel(GetWorld(),*Address); } void AMultiplayerTestCharacter::CallClientTravel(const FString& Address) { APlayerController* PC = GetGameInstance()->GetFirstLocalPlayerController(); if(PC) PC->ClientTravel(*Address,ETravelType::TRAVEL_Absolute); } void AMultiplayerTestCharacter::OnSessionCreateComplete(FName SessionName, bool bWasSuccessful) { if(bWasSuccessful) { if(GEngine) { GEngine->AddOnScreenDebugMessage( -1, 15.f, FColor::White, FString::Printf(TEXT("Session Created: %s"),*SessionName.ToString()) ); } if(UWorld* World = GetWorld()) { World->ServerTravel(FString("/Game/ThirdPerson/Maps/Lobby?listen"),true); //UGameplayStatics::OpenLevel(World,"Lobby",true,"listen"); //GoToLobby(); } } else { if(GEngine) { GEngine->AddOnScreenDebugMessage( -1, 15.f, FColor::Red, FString::Printf(TEXT("Couldn't Create session")) ); } } } void AMultiplayerTestCharacter::OnFindSessionComplete(bool bWasSuccessful) { if(!OnlineSessionInterface.IsValid()) return; if(bWasSuccessful && SearchSettings->SearchResults.Num() > 0) { if(GEngine) { GEngine->AddOnScreenDebugMessage( -1, 15.f, FColor::Green, FString::Printf(TEXT("Sessions Found:")) ); } for (auto Result : SearchSettings->SearchResults) { FString Id = Result.GetSessionIdStr(); FString User = Result.Session.OwningUserName; FString MatchType; Result.Session.SessionSettings.Get(FName("MatchType"),MatchType); if(MatchType == FString("FreeForAll")) { if (GEngine) { GEngine->AddOnScreenDebugMessage( -1, 15.f, FColor::Cyan, FString::Printf(TEXT("Joining Match Type: %s ..."), *MatchType) ); } OnlineSessionInterface->AddOnJoinSessionCompleteDelegate_Handle(OnSessionJoinedDelegate); ULocalPlayer* LocalPlayer = GetWorld()->GetFirstLocalPlayerFromController(); OnlineSessionInterface->JoinSession(*LocalPlayer->GetPreferredUniqueNetId(), NAME_GameSession, Result); } if(GEngine) { GEngine->AddOnScreenDebugMessage( -1, 15.f, FColor::Blue, FString::Printf(TEXT("ID: %s | Owner: %s"),*Id,*User) ); } } } else { if(GEngine) { GEngine->AddOnScreenDebugMessage( -1, 15.f, FColor::Red, FString::Printf(TEXT("Couldn't find any session")) ); } } } void AMultiplayerTestCharacter::OnJoinSessionComplete(FName SessionName, EOnJoinSessionCompleteResult::Type Result) { if(!OnlineSessionInterface.IsValid()) return; FString Address; if(OnlineSessionInterface->GetResolvedConnectString(NAME_GameSession,Address)) { if(GEngine) { GEngine->AddOnScreenDebugMessage( -1, 15.f, FColor::Blue, FString::Printf(TEXT("Connect String %s"),*Address) ); } if(APlayerController* PC = GetGameInstance()->GetFirstLocalPlayerController()) PC->ClientTravel(Address,ETravelType::TRAVEL_Absolute); } } ////////////////////////////////////////////////////////////////////////// // Input void AMultiplayerTestCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) { // Set up gameplay key bindings check(PlayerInputComponent); PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump); PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping); PlayerInputComponent->BindAxis("MoveForward", this, &AMultiplayerTestCharacter::MoveForward); PlayerInputComponent->BindAxis("MoveRight", this, &AMultiplayerTestCharacter::MoveRight); // We have 2 versions of the rotation bindings to handle different kinds of devices differently // "turn" handles devices that provide an absolute delta, such as a mouse. // "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput); PlayerInputComponent->BindAxis("TurnRate", this, &AMultiplayerTestCharacter::TurnAtRate); PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput); PlayerInputComponent->BindAxis("LookUpRate", this, &AMultiplayerTestCharacter::LookUpAtRate); // handle touch devices PlayerInputComponent->BindTouch(IE_Pressed, this, &AMultiplayerTestCharacter::TouchStarted); PlayerInputComponent->BindTouch(IE_Released, this, &AMultiplayerTestCharacter::TouchStopped); // VR headset functionality PlayerInputComponent->BindAction("ResetVR", IE_Pressed, this, &AMultiplayerTestCharacter::OnResetVR); } void AMultiplayerTestCharacter::OnResetVR() { // If MultiplayerTest is added to a project via 'Add Feature' in the Unreal Editor the dependency on HeadMountedDisplay in MultiplayerTest.Build.cs is not automatically propagated // and a linker error will result. // You will need to either: // Add "HeadMountedDisplay" to [YourProject].Build.cs PublicDependencyModuleNames in order to build successfully (appropriate if supporting VR). // or: // Comment or delete the call to ResetOrientationAndPosition below (appropriate if not supporting VR) UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition(); } void AMultiplayerTestCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location) { Jump(); } void AMultiplayerTestCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location) { StopJumping(); } void AMultiplayerTestCharacter::TurnAtRate(float Rate) { // calculate delta for this frame from the rate information AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds()); } void AMultiplayerTestCharacter::LookUpAtRate(float Rate) { // calculate delta for this frame from the rate information AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds()); } void AMultiplayerTestCharacter::MoveForward(float Value) { if ((Controller != nullptr) && (Value != 0.0f)) { // find out which way is forward const FRotator Rotation = Controller->GetControlRotation(); const FRotator YawRotation(0, Rotation.Yaw, 0); // get forward vector const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X); AddMovementInput(Direction, Value); } } void AMultiplayerTestCharacter::MoveRight(float Value) { if ( (Controller != nullptr) && (Value != 0.0f) ) { // find out which way is right const FRotator Rotation = Controller->GetControlRotation(); const FRotator YawRotation(0, Rotation.Yaw, 0); // get right vector const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y); // add movement in that direction AddMovementInput(Direction, Value); } }