すべてを統合する - 専用サーバーでのクイックマッチ - (Unreal Engine モジュール)
Connect the UI to start, cancel, and display the matchmaking status
Open the
MatchmakingDSWidget_Starter
CPP file and replace theStartMatchmaking()
function using the code below to trigger the start of matchmaking. TheOnlineSession
variable is a reference to the online session you created earlier, which is theMatchmakingDSOnlineSession_Starter
class.void UMatchmakingDSWidget_Starter::StartMatchmaking() const
{
// An event to validate the start of matchmaking, this will be used on playing with party module
if (OnlineSession->ValidateToStartMatchmaking.IsBound() &&
!OnlineSession->ValidateToStartMatchmaking.Execute(W_Parent->GetSelectedGameModeType()))
{
return;
}
// Otherwise, start matchmaking.
W_Parent->SetLoadingMessage(TEXT_FINDING_MATCH, false);
W_Parent->SwitchContent(UQuickPlayWidget::EContentType::LOADING);
OnlineSession->StartMatchmaking(
GetOwningPlayer(),
OnlineSession->GetPredefinedSessionNameFromType(EAccelByteV2SessionType::GameSession),
EGameModeNetworkType::DS,
W_Parent->GetSelectedGameModeType());
}Replace the
CancelMatchmaking()
function using the following code to trigger the canceling of matchmaking:void UMatchmakingDSWidget_Starter::CancelMatchmaking() const
{
W_Parent->SetLoadingMessage(TEXT_CANCEL_MATCHMAKING, false);
W_Parent->SwitchContent(UQuickPlayWidget::EContentType::LOADING);
OnlineSession->CancelMatchmaking(
GetOwningPlayer(),
OnlineSession->GetPredefinedSessionNameFromType(EAccelByteV2SessionType::GameSession));
}Bind the callback functions to show the relevant user interface when certain matchmaking events occur. To do this, add the following code to the
NativeOnActivated()
function:void UMatchmakingDSWidget_Starter::NativeOnActivated()
{
Super::NativeOnActivated();
UOnlineSession* BaseOnlineSession = GetWorld()->GetGameInstance()->GetOnlineSession();
if (!ensure(BaseOnlineSession))
{
return;
}
OnlineSession = Cast<UAccelByteWarsOnlineSessionBase>(BaseOnlineSession);
ensure(OnlineSession);
Btn_StartMatchmakingDS->OnClicked().AddUObject(this, &ThisClass::StartMatchmaking);
W_Parent = GetFirstOccurenceOuter<UQuickPlayWidget>();
if (!ensure(W_Parent))
{
return;
}
W_Parent->GetProcessingWidget()->OnCancelClicked.AddUObject(this, &ThisClass::CancelMatchmaking);
W_Parent->GetProcessingWidget()->OnRetryClicked.AddUObject(this, &ThisClass::StartMatchmaking);
// Bind events to listen to matchmaking callbacks.
OnlineSession->GetOnStartMatchmakingCompleteDelegates()->AddUObject(this, &ThisClass::OnStartMatchmakingComplete);
OnlineSession->GetOnCancelMatchmakingCompleteDelegates()->AddUObject(this, &ThisClass::OnCancelMatchmakingComplete);
OnlineSession->GetOnMatchmakingCompleteDelegates()->AddUObject(this, &ThisClass::OnMatchmakingComplete);
}You need to unbind those callbacks when the widget is not active. In
NativeOnDeactivated()
, add the following code:void UMatchmakingDSWidget_Starter::NativeOnDeactivated()
{
Super::NativeOnDeactivated();
Btn_StartMatchmakingDS->OnClicked().RemoveAll(this);
W_Parent->GetProcessingWidget()->OnCancelClicked.RemoveAll(this);
W_Parent->GetProcessingWidget()->OnRetryClicked.RemoveAll(this);
// Unbind events from listening matchmaking callbacks.
OnlineSession->GetOnStartMatchmakingCompleteDelegates()->RemoveAll(this);
OnlineSession->GetOnCancelMatchmakingCompleteDelegates()->RemoveAll(this);
OnlineSession->GetOnMatchmakingCompleteDelegates()->RemoveAll(this);
}There are several buttons you need to bind to let the player leave the game session. Those buttons are the leave button in the Match Lobby and the quit buttons in the Pause and Game Over widget. To do this, you can assign a delegate to leave the session. Open the
MatchmakingDSOnlineSession_Starter
CPP file and add the following code toRegisterOnlineDelegates()
:void UMatchmakingDSOnlineSession_Starter::RegisterOnlineDelegates()
{
Super::RegisterOnlineDelegates();
// Bind matchmaking delegates.
GetSessionInt()->OnMatchmakingCompleteDelegates.AddUObject(this, &ThisClass::OnMatchmakingComplete);
GetSessionInt()->OnCancelMatchmakingCompleteDelegates.AddUObject(this, &ThisClass::OnCancelMatchmakingComplete);
GetABSessionInt()->OnBackfillProposalReceivedDelegates.AddUObject(this, &ThisClass::OnBackfillProposalReceived);
// Bind server event delegates.
GetABSessionInt()->OnSessionServerUpdateDelegates.AddUObject(this, &ThisClass::OnSessionServerUpdateReceived);
GetABSessionInt()->OnSessionServerErrorDelegates.AddUObject(this, &ThisClass::OnSessionServerErrorReceived);
// Bind buttons to leave the session.
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);
}When the online session is deinitialized, you need to unbind to stop listening to the event. You can do this by adding the following code to the
ClearOnlineDelegates()
function:void UMatchmakingDSOnlineSession_Starter::ClearOnlineDelegates()
{
Super::ClearOnlineDelegates();
// Unbind matchmaking delegates.
GetSessionInt()->OnMatchmakingCompleteDelegates.RemoveAll(this);
GetSessionInt()->OnCancelMatchmakingCompleteDelegates.RemoveAll(this);
GetABSessionInt()->OnBackfillProposalReceivedDelegates.RemoveAll(this);
// Unbind server event delegates.
GetABSessionInt()->OnSessionServerUpdateDelegates.RemoveAll(this);
GetABSessionInt()->OnSessionServerErrorDelegates.RemoveAll(this);
// Unbind buttons from invoking leave session.
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 Server (AMS) module to do this.
Resources
The files used in this tutorial section are available in the Unreal Byte Wars GitHub repository.
- AccelByteWars/Source/AccelByteWars/TutorialModules/Play/MatchmakingDS/UI/MatchmakingDSWidget_Starter.h
- AccelByteWars/Source/AccelByteWars/TutorialModules/Play/MatchmakingDS/UI/MatchmakingDSWidget_Starter.cpp
- AccelByteWars/Source/AccelByteWars/TutorialModules/Play/MatchmakingDS/MatchmakingDSOnlineSession_Starter.h
- AccelByteWars/Source/AccelByteWars/TutorialModules/Play/MatchmakingDS/MatchmakingDSOnlineSession_Starter.cpp