Skip to main content

Put it all together - Quick match with dedicated server - (Unreal Engine module)

Last updated on October 24, 2024

The goal of the matchmaking UI is to show the exact state of the matchmaking, so the widget has many high-level states. To understand when each state should show up, refer to this diagram:

Connect the UI to start, cancel, and display the matchmaking status

  1. Open the MatchmakingDSWidget_Starter CPP file and replace the StartMatchmaking() function using the code below to trigger the start of matchmaking. The OnlineSession variable is a reference to the online session you created earlier, which is the MatchmakingDSOnlineSession_Starter class.

    void UMatchmakingDSWidget_Starter::StartMatchmaking()
    {
    if (OnlineSession->ValidateToStartMatchmaking.IsBound() &&
    !OnlineSession->ValidateToStartMatchmaking.Execute(SelectedGameModeType))
    {
    return;
    }

    // Reset stored invite
    SessionInvite = nullptr;

    // Reset auto join session countdown.
    AutoJoinCurrentCountdown = AutoJoinDelay;
    MatchFoundCurrentCountdown = MatchFoundDelay;
    SessionJoinedCurrentCountdown = SessionJoinedDelay;
    Tb_WaitingForPlayersCountdown->SetText(FText::FromString(FString::FromInt(AutoJoinCurrentCountdown)));

    ChangeWidgetState(EWidgetState::REQUEST_SENT);

    OnlineSession->StartMatchmaking(
    GetOwningPlayer(),
    OnlineSession->GetPredefinedSessionNameFromType(EAccelByteV2SessionType::GameSession),
    EGameModeNetworkType::DS,
    SelectedGameModeType);
    }
  2. Replace the JoinSession() function using the following code to trigger the join session to the invite that the game received when the matchmaking completed.

    void UMatchmakingDSWidget_Starter::JoinSession()
    {
    if (!SessionInvite)
    {
    ChangeWidgetState(EWidgetState::ERROR);
    Tb_ErrorText->SetText(TEXT_FAILED_SESSION_INVITE_INVALID);
    }

    ChangeWidgetState(EWidgetState::JOINING_MATCH);

    OnlineSession->JoinSession(
    OnlineSession->GetLocalUserNumFromPlayerController(GetOwningPlayer()),
    OnlineSession->GetPredefinedSessionNameFromType(EAccelByteV2SessionType::GameSession),
    SessionInvite->Session);
    }
  3. Replace the CancelMatchmaking() function using the following code to trigger the canceling of matchmaking:

    void UMatchmakingDSWidget_Starter::CancelMatchmaking()
    {
    ChangeWidgetState(EWidgetState::CANCELING_MATCH);

    OnlineSession->CancelMatchmaking(
    GetOwningPlayer(),
    OnlineSession->GetPredefinedSessionNameFromType(EAccelByteV2SessionType::GameSession));
    }
  4. Replace the RejectSessionInvite() function using the following code to trigger the reject match session invite:

    void UMatchmakingDSWidget_Starter::RejectSessionInvite()
    {
    if (!SessionInvite)
    {
    ChangeWidgetState(EWidgetState::ERROR);
    Tb_ErrorText->SetText(TEXT_FAILED_SESSION_INVITE_INVALID);
    }

    ChangeWidgetState(EWidgetState::REJECTING_MATCH);

    OnlineSession->RejectSessionInvite(
    OnlineSession->GetLocalUserNumFromPlayerController(GetOwningPlayer()),
    *SessionInvite.Get());
    }
  5. Replace the NativeTick() function using the following code to trigger the join session once the auto join countdown hits zero.

    void UMatchmakingDSWidget_Starter::NativeTick(const FGeometry& MyGeometry, float InDeltaTime)
    {
    Super::NativeTick(MyGeometry, InDeltaTime);

    MoveCameraToTargetLocation(InDeltaTime, FVector(60.0f, 800.0f, 160.0f));

    // Manual "Auto" Join
    if (WidgetState == EWidgetState::WAITING_FOR_PLAYER && AutoJoinCurrentCountdown > 0)
    {
    AutoJoinCurrentCountdown -= InDeltaTime;
    Tb_WaitingForPlayersCountdown->SetText(FText::FromString(FString::FromInt(AutoJoinCurrentCountdown)));

    if (AutoJoinCurrentCountdown <= 0)
    {
    JoinSession();
    }
    }

    // Match found delay
    if (WidgetState == EWidgetState::MATCH_FOUND && MatchFoundCurrentCountdown > 0)
    {
    MatchFoundCurrentCountdown -= InDeltaTime;
    if (MatchFoundCurrentCountdown <= 0 && SessionInvite)
    {
    // Check if auto join is enabled or not
    const TSharedPtr<FOnlineSessionInfoAccelByteV2> SessionInfo = StaticCastSharedPtr<FOnlineSessionInfoAccelByteV2>(
    SessionInvite->Session.Session.SessionInfo);
    check(SessionInfo.IsValid());
    const bool bAutoJoin = SessionInfo->GetBackendSessionData()->Configuration.AutoJoin;

    ChangeWidgetState(bAutoJoin ? EWidgetState::JOINING_MATCH : EWidgetState::WAITING_FOR_PLAYER);
    }
    }

    // Session joined delay
    if (WidgetState == EWidgetState::SESSION_JOINED && SessionJoinedCurrentCountdown > 0)
    {
    SessionJoinedCurrentCountdown -= InDeltaTime;
    if (SessionJoinedCurrentCountdown <= 0)
    {
    ChangeWidgetState(EWidgetState::REQUESTING_SERVER);
    }
    }
    }
  6. Bind the callback functions to show the relevant user interface when certain matchmaking events occur. This function is also responsible for triggering the StartMatchmaking() immediately. To do this, replace the NativeOnActivated() function with the following code:

    void UMatchmakingDSWidget_Starter::NativeOnActivated()
    {
    Super::NativeOnActivated();

    UOnlineSession* BaseOnlineSession = GetWorld()->GetGameInstance()->GetOnlineSession();
    if (!ensure(BaseOnlineSession))
    {
    return;
    }

    OnlineSession = Cast<UAccelByteWarsOnlineSessionBase>(BaseOnlineSession);
    ensure(OnlineSession);

    // Get selected game mode type from the previous widget
    UAccelByteWarsBaseUI* BaseUIWidget = Cast<UAccelByteWarsGameInstance>(GetGameInstance())->GetBaseUIWidget();
    for (const UCommonActivatableWidget* Widget : BaseUIWidget->Stacks[EBaseUIStackType::Menu]->GetWidgetList())
    {
    if (const UQuickPlayWidget* QuickPlayWidget = Cast<UQuickPlayWidget>(Widget))
    {
    SelectedGameModeType = QuickPlayWidget->GetSelectedGameModeType();
    }
    }

    Btn_Join->OnClicked().AddUObject(this, &ThisClass::JoinSession);
    Btn_Cancel->OnClicked().AddUObject(this, &ThisClass::CancelMatchmaking);
    Btn_Reject->OnClicked().AddUObject(this, &ThisClass::RejectSessionInvite);
    Btn_Retry->OnClicked().AddUObject(this, &ThisClass::StartMatchmaking);

    OnlineSession->GetOnStartMatchmakingCompleteDelegates()->AddUObject(this, &ThisClass::OnStartMatchmakingComplete);
    OnlineSession->GetOnMatchmakingCompleteDelegates()->AddUObject(this, &ThisClass::OnMatchmakingComplete);
    OnlineSession->GetOnSessionInviteReceivedDelegates()->AddUObject(this, &ThisClass::OnSessionInviteReceived);
    OnlineSession->GetOnJoinSessionCompleteDelegates()->AddUObject(this, &ThisClass::OnJoinSessionComplete);
    OnlineSession->GetOnSessionServerUpdateReceivedDelegates()->AddUObject(this, &ThisClass::OnSessionServerUpdateReceived);

    OnlineSession->GetOnCancelMatchmakingCompleteDelegates()->AddUObject(this, &ThisClass::OnCancelMatchmakingComplete);
    OnlineSession->GetOnRejectSessionInviteCompleteDelegate()->AddUObject(this, &ThisClass::OnRejectSessionInviteComplete);

    // Start matchmaking immediately
    StartMatchmaking();
    }
  7. You need to unbind those callbacks when the widget is not active. Replace the NativeOnDeactivated() with the following code:

    void UMatchmakingDSWidget_Starter::NativeOnDeactivated()
    {
    Btn_Join->OnClicked().RemoveAll(this);
    Btn_Cancel->OnClicked().RemoveAll(this);
    Btn_Reject->OnClicked().RemoveAll(this);
    Btn_Retry->OnClicked().RemoveAll(this);

    OnlineSession->GetOnStartMatchmakingCompleteDelegates()->RemoveAll(this);
    OnlineSession->GetOnMatchmakingCompleteDelegates()->RemoveAll(this);
    OnlineSession->GetOnSessionInviteReceivedDelegates()->RemoveAll(this);
    OnlineSession->GetOnJoinSessionCompleteDelegates()->RemoveAll(this);
    OnlineSession->GetOnSessionServerUpdateReceivedDelegates()->RemoveAll(this);

    OnlineSession->GetOnCancelMatchmakingCompleteDelegates()->RemoveAll(this);
    OnlineSession->GetOnRejectSessionInviteCompleteDelegate()->RemoveAll(this);

    Super::NativeOnDeactivated();
    }
  8. There are several buttons you need to bind to let the player leave the game session: the leave button in the Match Lobby and the quit buttons in the Pause and Game Over widgets. To do this, you can assign a delegate to leave the session. Open the MatchmakingDSOnlineSession_Starter CPP file and add the following code to RegisterOnlineDelegates():

    void UMatchmakingDSOnlineSession_Starter::RegisterOnlineDelegates()
    {
    // ...
    const TDelegate<void(APlayerController*)> LeaveSessionDelegate = TDelegate<void(APlayerController*)>::CreateWeakLambda(
    this, [this](APlayerController*)
    {
    LeaveSession(GetPredefinedSessionNameFromType(EAccelByteV2SessionType::GameSession));
    });
    UPauseWidget::OnQuitGameDelegate.Add(LeaveSessionDelegate);
    UMatchLobbyWidget::OnQuitLobbyDelegate.Add(LeaveSessionDelegate);
    UGameOverWidget::OnQuitGameDelegate.Add(LeaveSessionDelegate);
    // ...
    }
  9. When the online session is deinitialized, you need to unbind it to stop listening for the event. You can do this by adding the following code to the ClearOnlineDelegates() function:

    void UMatchmakingDSOnlineSession_Starter::ClearOnlineDelegates()
    {
    // ...
    UPauseWidget::OnQuitGameDelegate.RemoveAll(this);
    UMatchLobbyWidget::OnQuitLobbyDelegate.RemoveAll(this);
    UGameOverWidget::OnQuitGameDelegate.RemoveAll(this);
    // ...
    }

Upload dedicated server

To complete and play-test this tutorial, you need to upload a new dedicated server image to the Admin Portal. You can redo the steps from the Dedicated servers with AccelByte Multiplayer Servers (AMS) module to do this.

Resources