コード例 #1
0
void UPendingNetGame::NotifyControlMessage(UNetConnection* Connection, uint8 MessageType, class FInBunch& Bunch)
{
	check(Connection==NetDriver->ServerConnection);

#if !UE_BUILD_SHIPPING
	UE_LOG(LogNet, Verbose, TEXT("PendingLevel received: %s"), FNetControlMessageInfo::GetName(MessageType));
#endif

	// This client got a response from the server.
	switch (MessageType)
	{
		case NMT_Upgrade:
			// Report mismatch.
			uint32 RemoteNetworkVersion;
			FNetControlMessage<NMT_Upgrade>::Receive(Bunch, RemoteNetworkVersion);
			// Upgrade
			ConnectionError = NSLOCTEXT("Engine", "ClientOutdated", "The match you are trying to join is running an incompatible version of the game.  Please try upgrading your game version.").ToString();
			GEngine->BroadcastNetworkFailure(NULL, NetDriver, ENetworkFailure::OutdatedClient, ConnectionError);
			break;

		case NMT_Failure:
		{
			// our connection attempt failed for some reason, for example a synchronization mismatch (bad GUID, etc) or because the server rejected our join attempt (too many players, etc)
			// here we can further parse the string to determine the reason that the server closed our connection and present it to the user

			FString ErrorMsg;
			FNetControlMessage<NMT_Failure>::Receive(Bunch, ErrorMsg);
			if (ErrorMsg.IsEmpty())
			{
				ErrorMsg = NSLOCTEXT("NetworkErrors", "GenericPendingConnectionFailed", "Pending Connection Failed.").ToString();
			}
			
			// This error will be resolved in TickWorldTravel()
			ConnectionError = ErrorMsg;

			// Force close the session
			UE_LOG(LogNet, Log, TEXT("NetConnection::Close() [%s] [%s] [%s] from NMT_Failure %s"), 
				Connection->Driver ? *Connection->Driver->NetDriverName.ToString() : TEXT("NULL"),
				Connection->PlayerController ? *Connection->PlayerController->GetName() : TEXT("NoPC"),
				Connection->OwningActor ? *Connection->OwningActor->GetName() : TEXT("No Owner"),
				*ConnectionError);

			Connection->Close();
			break;
		}
		case NMT_Challenge:
		{
			// Challenged by server.
			FNetControlMessage<NMT_Challenge>::Receive(Bunch, Connection->Challenge);

			FURL PartialURL(URL);
			PartialURL.Host = TEXT("");
			PartialURL.Port = PartialURL.UrlConfig.DefaultPort; // HACK: Need to fix URL parsing 
			for (int32 i = URL.Op.Num() - 1; i >= 0; i--)
			{
				if (URL.Op[i].Left(5) == TEXT("game="))
				{
					URL.Op.RemoveAt(i);
				}
			}

			FUniqueNetIdRepl UniqueIdRepl;

			ULocalPlayer* LocalPlayer = GEngine->GetFirstGamePlayer(this);
			if (LocalPlayer)
			{
				// Send the player nickname if available
				FString OverrideName = LocalPlayer->GetNickname();
				if (OverrideName.Len() > 0)
				{
					PartialURL.AddOption(*FString::Printf(TEXT("Name=%s"), *OverrideName));
				}

				// Send any game-specific url options for this player
				FString GameUrlOptions = LocalPlayer->GetGameLoginOptions();
				if (GameUrlOptions.Len() > 0)
				{
					PartialURL.AddOption(*FString::Printf(TEXT("%s"), *GameUrlOptions));
				}

				// Send the player unique Id at login
				UniqueIdRepl = LocalPlayer->GetPreferredUniqueNetId();
			}
			
			Connection->ClientResponse = TEXT("0");
			FString URLString(PartialURL.ToString());
			FNetControlMessage<NMT_Login>::Send(Connection, Connection->ClientResponse, URLString, UniqueIdRepl);
			NetDriver->ServerConnection->FlushNet();
			break;
		}
		case NMT_Welcome:
		{
			// Server accepted connection.
			FString GameName;
			FString RedirectURL;

			FNetControlMessage<NMT_Welcome>::Receive(Bunch, URL.Map, GameName, RedirectURL);

			//GEngine->NetworkRemapPath(this, URL.Map);

			UE_LOG(LogNet, Log, TEXT("Welcomed by server (Level: %s, Game: %s)"), *URL.Map, *GameName);

			// extract map name and options
			{
				FURL DefaultURL;
				FURL TempURL( &DefaultURL, *URL.Map, TRAVEL_Partial );
				URL.Map = TempURL.Map;
				URL.RedirectURL = RedirectURL;
				URL.Op.Append(TempURL.Op);
			}

			if (GameName.Len() > 0)
			{
				URL.AddOption(*FString::Printf(TEXT("game=%s"), *GameName));
			}

			// Send out netspeed now that we're connected
			FNetControlMessage<NMT_Netspeed>::Send(Connection, Connection->CurrentNetSpeed);

			// We have successfully connected.
			bSuccessfullyConnected = true;
			break;
		}
		case NMT_NetGUIDAssign:
		{
			FNetworkGUID NetGUID;
			FString Path;
			FNetControlMessage<NMT_NetGUIDAssign>::Receive(Bunch, NetGUID, Path);
			NetDriver->ServerConnection->PackageMap->ResolvePathAndAssignNetGUID(NetGUID, Path);
			break;
		}
		default:
			UE_LOG(LogNet, Log, TEXT(" --- Unknown/unexpected message for pending level"));
			break;
	}
}
コード例 #2
0
void AOnlineBeaconClient::NotifyControlMessage(UNetConnection* Connection, uint8 MessageType, class FInBunch& Bunch)
{
	if(NetDriver->ServerConnection)
	{
		check(Connection == NetDriver->ServerConnection);

		// We are the client
#if !(UE_BUILD_SHIPPING && WITH_EDITOR)
		UE_LOG(LogBeacon, Log, TEXT("%s[%s] Client received: %s"), *GetName(), *Connection->GetName(), FNetControlMessageInfo::GetName(MessageType));
#endif
		switch (MessageType)
		{
		case NMT_BeaconWelcome:
			{
				Connection->ClientResponse = TEXT("0");
				FNetControlMessage<NMT_Netspeed>::Send(Connection, Connection->CurrentNetSpeed);

				FString BeaconType = GetBeaconType();
				if (!BeaconType.IsEmpty())
				{
					FUniqueNetIdRepl UniqueIdRepl;

					ULocalPlayer* LocalPlayer = GEngine->GetFirstGamePlayer(GetWorld());
					if (LocalPlayer)
					{
						// Send the player unique Id at login
						UniqueIdRepl = LocalPlayer->GetPreferredUniqueNetId();
					}

					FNetControlMessage<NMT_BeaconJoin>::Send(Connection, BeaconType, UniqueIdRepl);
					NetDriver->ServerConnection->FlushNet();
				}
				else
				{
					// Force close the session
					UE_LOG(LogBeacon, Log, TEXT("Beacon close from invalid beacon type"));
					OnFailure();
				}
				break;
			}
		case NMT_BeaconAssignGUID:
			{
				FNetworkGUID NetGUID;
				FNetControlMessage<NMT_BeaconAssignGUID>::Receive(Bunch, NetGUID);
				if (NetGUID.IsValid())
				{
					Connection->Driver->GuidCache->RegisterNetGUID_Client( NetGUID, this );

					FString BeaconType = GetBeaconType();
					FNetControlMessage<NMT_BeaconNetGUIDAck>::Send(Connection, BeaconType);
					// Server will send ClientOnConnected() when it gets this control message

					// Fail safe for connection to server but no client connection RPC
					FTimerDelegate TimerDelegate = FTimerDelegate::CreateUObject(this, &AOnlineBeaconClient::OnFailure);
					GetWorldTimerManager().SetTimer(TimerHandle_OnFailure, TimerDelegate, BEACON_RPC_TIMEOUT, false);
				}
				else
				{
					// Force close the session
					UE_LOG(LogBeacon, Log, TEXT("Beacon close from invalid NetGUID"));
					OnFailure();
				}
				break;
			}
		case NMT_Upgrade:
			{
				// Report mismatch.
				uint32 RemoteNetworkVersion;
				FNetControlMessage<NMT_Upgrade>::Receive(Bunch, RemoteNetworkVersion);
				// Upgrade
				const FString ConnectionError = NSLOCTEXT("Engine", "ClientOutdated", "The match you are trying to join is running an incompatible version of the game.  Please try upgrading your game version.").ToString();
				GEngine->BroadcastNetworkFailure(GetWorld(), NetDriver, ENetworkFailure::OutdatedClient, ConnectionError);
				break;
			}
		case NMT_Failure:
			{
				FString ErrorMsg;
				FNetControlMessage<NMT_Failure>::Receive(Bunch, ErrorMsg);
				if (ErrorMsg.IsEmpty())
				{
					ErrorMsg = NSLOCTEXT("NetworkErrors", "GenericBeaconConnectionFailed", "Beacon Connection Failed.").ToString();
				}

				// Force close the session
				UE_LOG(LogBeacon, Log, TEXT("Beacon close from NMT_Failure %s"), *ErrorMsg);
				OnFailure();
				break;
			}
		case NMT_BeaconJoin:
		case NMT_BeaconNetGUIDAck:
		default:
			{
				// Force close the session
				UE_LOG(LogBeacon, Log, TEXT("Beacon close from unexpected control message"));
				OnFailure();
				break;
			}
		}
	}	
}