목차

     

     


     

     

    접속하는 플레이어 확인하기

     

    Create a Game Mode

     


     

    LobbyGameMode 생성

     

    새 C++ 클래스 - Game Mode Base - LobbyGameMode 생성

     

     

    LobbyGameMode.h

    더보기
    #pragma once
    #include "CoreMinimal.h"
    #include "GameFramework/GameModeBase.h"
    #include "LobbyGameMode.generated.h"
    UCLASS()
    class MULTIPLAYER_API ALobbyGameMode : public AGameModeBase
    {
    GENERATED_BODY()
    public:
    virtual void PostLogin(APlayerController* NewPlayer) override;
    virtual void Logout(AController* Exiting) override;
    };

     

     

     

     

    LobbyGameMode.cpp

    더보기
    #include "LobbyGameMode.h"
    #include "GameFramework/GameStateBase.h"
    #include "GameFramework/PlayerState.h"
    void ALobbyGameMode::PostLogin(APlayerController* NewPlayer)
    {
    Super::PostLogin(NewPlayer);
    if (GameState)
    {
    int32 NumberOfPlayers = GameState.Get()->PlayerArray.Num();
    if (GEngine)
    {
    GEngine->AddOnScreenDebugMessage(
    1,
    600.f,
    FColor::Yellow,
    FString::Printf(TEXT("Players in game: %d"), NumberOfPlayers)
    );
    APlayerState* PlayerState = NewPlayer->GetPlayerState<APlayerState>();
    if (PlayerState)
    {
    FString PlayerName = PlayerState->GetPlayerName();
    GEngine->AddOnScreenDebugMessage(
    2,
    60.f,
    FColor::Cyan,
    FString::Printf(TEXT("%s has joined the game!"), *PlayerName)
    );
    }
    }
    }
    }
    void ALobbyGameMode::Logout(AController* Exiting)
    {
    Super::Logout(Exiting);
    APlayerState* PlayerState = Exiting->GetPlayerState<APlayerState>();
    if (PlayerState)
    {
    int32 NumberOfPlayers = GameState.Get()->PlayerArray.Num();
    GEngine->AddOnScreenDebugMessage(
    1,
    600.f,
    FColor::Yellow,
    FString::Printf(TEXT("Players in game: %d"), NumberOfPlayers - 1)
    );
    FString PlayerName = PlayerState->GetPlayerName();
    GEngine->AddOnScreenDebugMessage(
    2,
    60.f,
    FColor::Cyan,
    FString::Printf(TEXT("%s has exited the game!"), *PlayerName)
    );
    }
    }

     

     


     

    DefaultGame.ini 에 코드 추가하기

     

    코드 추가하기

    [/Script/Engine.GameSession]
    MaxPlayers=100


     

     

     

    MultiplayerSessionsSubsystem

     

    MultiplayerSessionsSubsystem.h

    더보기
    #pragma once
    #include "CoreMinimal.h"
    #include "Subsystems/GameInstanceSubsystem.h"
    #include "Interfaces/OnlineSessionInterface.h"
    #include "MultiplayerSessionsSubsystem.generated.h"
    //
    // Delcaring our own custom delegates for the Menu class to bind callbacks to
    //
    DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FMultiplayerOnCreateSessionComplete, bool, bWasSuccessful);
    DECLARE_MULTICAST_DELEGATE_TwoParams(FMultiplayerOnFindSessionsComplete, const TArray<FOnlineSessionSearchResult>& SessionResults, bool bWasSuccessful);
    DECLARE_MULTICAST_DELEGATE_OneParam(FMultiplayerOnJoinSessionComplete, EOnJoinSessionCompleteResult::Type Result);
    DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FMultiplayerOnDestroySessionComplete, bool, bWasSuccessful);
    DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FMultiplayerOnStartSessionComplete, bool, bWasSuccessful);
    UCLASS()
    class MULTIPLAYERSESSIONS_API UMultiplayerSessionsSubsystem : public UGameInstanceSubsystem
    {
    GENERATED_BODY()
    public:
    UMultiplayerSessionsSubsystem();
    //
    // To handle session functionality. The Menu class will call these
    //
    void CreateSession(int32 NumPublicConnections, FString MatchType);
    void FindSessions(int32 MaxSearchResults);
    void JoinSession(const FOnlineSessionSearchResult& SessionResult);
    void DestroySession();
    void StartSession();
    //
    // Our own custom delegates for the Menu class to bind callbacks to
    //
    FMultiplayerOnCreateSessionComplete MultiplayerOnCreateSessionComplete;
    FMultiplayerOnFindSessionsComplete MultiplayerOnFindSessionsComplete;
    FMultiplayerOnJoinSessionComplete MultiplayerOnJoinSessionComplete;
    FMultiplayerOnDestroySessionComplete MultiplayerOnDestroySessionComplete;
    FMultiplayerOnStartSessionComplete MultiplayerOnStartSessionComplete;
    protected:
    // Internal callbacks for the delegates we'll add to the Online Session Interface delegate list.
    // 아래의 함수들은 이 클래스 밖에서 콜하지 않는다.
    void OnCreateSessionComplete(FName SessionName, bool bWasSuccessful);
    void OnFindSessionsComplete(bool bWasSuccessful);
    void OnJoinSessionComplete(FName SessionName, EOnJoinSessionCompleteResult::Type Result);
    void OnDestroySessionComplete(FName SessionName, bool bWasSuccessful);
    void OnStartSessionComplete(FName SessionName, bool bWasSuccessful);
    private:
    IOnlineSessionPtr SessionInterface;
    TSharedPtr<FOnlineSessionSettings> LastSessionSettings;
    TSharedPtr<FOnlineSessionSearch> LastSessionSearch;
    //
    // To add to the Online Session Interface delegate list.
    // We'll bind our MultiplayerSessionsSubsystem internal callbacks to these.
    //
    FOnCreateSessionCompleteDelegate CreateSessionCompleteDelegate;
    FDelegateHandle CreateSessionCompleteDelegateHandle;
    FOnFindSessionsCompleteDelegate FindSessionsCompleteDelegate;
    FDelegateHandle FindSessionsCompleteDelegateHandle;
    FOnJoinSessionCompleteDelegate JoinSessionCompleteDelegate;
    FDelegateHandle JoinSessionCompleteDelegateHandle;
    FOnDestroySessionCompleteDelegate DestroySessionCompleteDelegate;
    FDelegateHandle DestroySessionCompleteDelegateHandle;
    FOnStartSessionCompleteDelegate StartSessionCompleteDelegate;
    FDelegateHandle StartSessionCompleteDelegateHandle;
    };

    변동사항 없음

     

     

     

    MultiplayerSessionsSubsystem.cpp

    더보기
    #include "MultiplayerSessionsSubsystem.h"
    #include "OnlineSubsystem.h"
    #include "OnlineSessionSettings.h"
    UMultiplayerSessionsSubsystem::UMultiplayerSessionsSubsystem(): //Delegate을 만들어 On~함수에 연결한다.
    CreateSessionCompleteDelegate(FOnCreateSessionCompleteDelegate::CreateUObject(this, &ThisClass::OnCreateSessionComplete)),
    FindSessionsCompleteDelegate(FOnFindSessionsCompleteDelegate::CreateUObject(this, &ThisClass::OnFindSessionsComplete)),
    JoinSessionCompleteDelegate(FOnJoinSessionCompleteDelegate::CreateUObject(this, &ThisClass::OnJoinSessionComplete)),
    DestroySessionCompleteDelegate(FOnDestroySessionCompleteDelegate::CreateUObject(this, &ThisClass::OnDestroySessionComplete)),
    StartSessionCompleteDelegate(FOnStartSessionCompleteDelegate::CreateUObject(this, &ThisClass::OnStartSessionComplete))
    {
    IOnlineSubsystem* Subsystem = IOnlineSubsystem::Get();
    if (Subsystem)
    {
    SessionInterface = Subsystem->GetSessionInterface();//SessionInterface 변수에 IOnlineSubsystem의 SessionInterface 정보를 담는다.
    }
    }
    void UMultiplayerSessionsSubsystem::CreateSession(int32 NumPublicConnections, FString MatchType)
    {
    if (!SessionInterface.IsValid())
    {
    return;
    }
    //이미 존재하는 Session이 있다면 제거해준다.
    auto ExistingSession = SessionInterface->GetNamedSession(NAME_GameSession);
    if (ExistingSession != nullptr)
    {
    SessionInterface->DestroySession(NAME_GameSession);
    }
    // 새로 만드는 Session을 세팅해준다.
    // FDelegateHandle 내에 delegate을 저장한다. 그리고 추후에 Delegate List에서 제거한다.
    // Store the delegate in a FDelegateHandle so we can later remove it from the delegate list
    CreateSessionCompleteDelegateHandle = SessionInterface->AddOnCreateSessionCompleteDelegate_Handle(CreateSessionCompleteDelegate);
    LastSessionSettings = MakeShareable(new FOnlineSessionSettings());
    LastSessionSettings->bIsLANMatch = IOnlineSubsystem::Get()->GetSubsystemName() == "NULL" ? true : false;//Steam Subsystem에 연결하는 경우는 LAN Match가 아니다. NULL Subsystem을 사용하는 경우 LAN Match다.
    LastSessionSettings->NumPublicConnections = NumPublicConnections;//함수 Input값을 적용. 접속 가능한 Players 수 제한
    LastSessionSettings->bAllowJoinInProgress = true;//Session이 on going일 때 참가할 수 있게 설정. Session이 실행중일 때 Player들이 원할 때 들어올 수 있음
    LastSessionSettings->bAllowJoinViaPresence = true;//Steam 기준에서 같은 region에 있는 Player들만 들어올 수 있게 설정.
    LastSessionSettings->bShouldAdvertise = true;//Steam에서 Advertise가 가능하여 사람들이 찾아 들어올 수 있게 한다.
    LastSessionSettings->bUsesPresence = true;//같은 region에서 session을 찾을 수 있게 해준다.
    LastSessionSettings->Set(FName("MatchType"), MatchType, EOnlineDataAdvertisementType::ViaOnlineServiceAndPing);
    LastSessionSettings->BuildUniqueId = 1;
    const ULocalPlayer* LocalPlayer = GetWorld()->GetFirstLocalPlayerFromController();
    if (false == SessionInterface->CreateSession(*LocalPlayer->GetPreferredUniqueNetId(), NAME_GameSession, *LastSessionSettings))//CreateSession 리턴값이 false라면(=Session 만들기에 실패한다면)
    {
    //Delegate Handle를 사용하여 Delegate List에서 제거한다.
    SessionInterface->ClearOnCreateSessionCompleteDelegate_Handle(CreateSessionCompleteDelegateHandle);
    // 헤더에서 만든 MultiplayerOnCreateSessionComplete delegate을 Broadcast 해준다.
    // Broadcast our own custom delegate
    MultiplayerOnCreateSessionComplete.Broadcast(false);//위의 if조건에서는 false
    }
    }
    void UMultiplayerSessionsSubsystem::FindSessions(int32 MaxSearchResults)
    {
    if (false == SessionInterface.IsValid())
    {
    return;
    }
    //MultiplayerSessionsSubsystem.h 내의 FindSessionsCompleteDelegate을 연결시킨다.
    FindSessionsCompleteDelegateHandle = SessionInterface->AddOnFindSessionsCompleteDelegate_Handle(FindSessionsCompleteDelegate);
    LastSessionSearch = MakeShareable(new FOnlineSessionSearch());//생성
    LastSessionSearch->MaxSearchResults = MaxSearchResults;//DevID 찾기 최대 개수.
    LastSessionSearch->bIsLanQuery = IOnlineSubsystem::Get()->GetSubsystemName() == "NULL" ? true : false;//Steam Subsystem에 연결하는 경우는 LAN Match가 아니다. NULL Subsystem을 사용하는 경우 LAN Match다.
    LastSessionSearch->QuerySettings.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
    const ULocalPlayer* LocalPlayer = GetWorld()->GetFirstLocalPlayerFromController();
    if (false == SessionInterface->FindSessions(*LocalPlayer->GetPreferredUniqueNetId(), LastSessionSearch.ToSharedRef()))//FindSession 리턴값이 false라면(=Session 찾기에 실패했다면)
    {
    //Delegate Handle를 사용하여 FindSessionsCompleteDelegateHandle을 Delegate List에서 제거한다.
    SessionInterface->ClearOnFindSessionsCompleteDelegate_Handle(FindSessionsCompleteDelegateHandle);
    //헤더에서 만든 MultiplayerOnFindSessionComplete delegate을 Broadcast 해준다.
    MultiplayerOnFindSessionsComplete.Broadcast(TArray<FOnlineSessionSearchResult>(), false);//menu가 이 Broadcast를 받을 때 false로 받으면 FOnlineSessionSearchResult 배열이 비어있다는 것을 알 수 있다.
    }
    }
    void UMultiplayerSessionsSubsystem::JoinSession(const FOnlineSessionSearchResult& SessionResult)
    {
    if (false == SessionInterface.IsValid())//SessionInterface가 없다면
    {
    //Menu에 UnknownError라고(=JoinSession 할 수 없다고) 알려준다.
    MultiplayerOnJoinSessionComplete.Broadcast(EOnJoinSessionCompleteResult::UnknownError);
    return;
    }
    JoinSessionCompleteDelegateHandle = SessionInterface->AddOnJoinSessionCompleteDelegate_Handle(JoinSessionCompleteDelegate);
    const ULocalPlayer* LocalPlayer = GetWorld()->GetFirstLocalPlayerFromController();
    if (false == SessionInterface->JoinSession(*LocalPlayer->GetPreferredUniqueNetId(), NAME_GameSession, SessionResult))//JoinSession 리턴값이 false라면(=Session Join에 실패했다면)
    {
    SessionInterface->ClearOnJoinSessionCompleteDelegate_Handle(JoinSessionCompleteDelegateHandle);
    MultiplayerOnJoinSessionComplete.Broadcast(EOnJoinSessionCompleteResult::UnknownError);
    }
    }
    void UMultiplayerSessionsSubsystem::DestroySession()
    {
    }
    void UMultiplayerSessionsSubsystem::StartSession()
    {
    }
    void UMultiplayerSessionsSubsystem::OnCreateSessionComplete(FName SessionName, bool bWasSuccessful)
    {
    //SessionInterfaces의 Delegate을 지워준다.
    if (SessionInterface)
    {
    SessionInterface->ClearOnCreateSessionCompleteDelegate_Handle(CreateSessionCompleteDelegateHandle);
    }
    //MultiplayerOnCreateSessionComplete delegate를 Broadcast 해준다. 이렇게하면 Menu 클래스는 callback function 가지게 된다.
    MultiplayerOnCreateSessionComplete.Broadcast(bWasSuccessful);
    }
    //Session을 성공적으로 찾은 경우 콜 되는 함수
    void UMultiplayerSessionsSubsystem::OnFindSessionsComplete(bool bWasSuccessful)
    {
    if (SessionInterface)
    {
    SessionInterface->ClearOnFindSessionsCompleteDelegate_Handle(FindSessionsCompleteDelegateHandle);
    }
    if (LastSessionSearch->SearchResults.Num() <= 0)//SearchResults 배열 결과값을 순회에서 찾았을 때, 찾은것이 0이하라면(=아무것도 찾지 못했다면)
    {
    MultiplayerOnFindSessionsComplete.Broadcast(TArray<FOnlineSessionSearchResult>(), false);//menu가 이 Broadcast를 받을 때 false로 받으면 FOnlineSessionSearchResult 배열이 비어있다는 것을 알 수 있다.
    return;//밑의 코드가 진행되지 않도록 여기서 리턴 시켜준다.
    }
    MultiplayerOnFindSessionsComplete.Broadcast(LastSessionSearch->SearchResults, bWasSuccessful);
    }
    void UMultiplayerSessionsSubsystem::OnJoinSessionComplete(FName SessionName, EOnJoinSessionCompleteResult::Type Result)
    {
    if (SessionInterface)
    {
    SessionInterface->ClearOnJoinSessionCompleteDelegate_Handle(JoinSessionCompleteDelegateHandle);
    }
    //EOnJoinSessionCompleteResult를 Broadcast 해준다.
    MultiplayerOnJoinSessionComplete.Broadcast(Result);
    }
    void UMultiplayerSessionsSubsystem::OnDestroySessionComplete(FName SessionName, bool bWasSuccessful)
    {
    }
    void UMultiplayerSessionsSubsystem::OnStartSessionComplete(FName SessionName, bool bWasSuccessful)
    {
    }

    void UMultiplayerSessionsSubsystem::CreateSession(int32 NumPublicConnections, FString MatchType)

    • LastSessionSettings->BuildUniqueId = 1;

     


     

     

     

    BP_ThirdPersonCharacter

     

    Event Graph

     

     

     

     


     

    BP_LobbyGameMode 생성

     

    새 Blueprint 클래스 - LobbyGameMode - BP_LobbyGameMode 생성

     

    Default Pawn Class: BP_ThirdPersonCharacter로 변경

     


     

    World Settings에 Game Mode를 BP_LobbyGameMode로 변경하기

     

    World Settings

    • Game Mode: BP_LobbyGameMode로 변경

     


     

     

    Package Project

     

     

     


     

     

    다른 컴퓨터에서 .exe 파일 열기

     

     


     

     

    Package Project

     

     

     


     

     

    다른 컴퓨터에서 .exe 파일 열기