メインコンテンツまでスキップ

すべてを統合する - ピアツーピアでのクイックマッチ - (Unreal Engine モジュール)

Last updated on May 30, 2024

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

  1. Open the MatchmakingP2PWidget_Starter CPP file and replace the StartMatchmaking() function using the code below to trigger starting matchmaking. The OnlineSession variable is a reference to the online session you created earlier, which is the MatchmakingP2POnlineSession_Starter class.

    void UMatchmakingP2PWidget_Starter::StartMatchmaking() const
    {
    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::P2P,
    W_Parent->GetSelectedGameModeType());
    }
  2. Replace the CancelMatchmaking() function using the following code to trigger the canceling matchmaking:

    void UMatchmakingP2PWidget_Starter::CancelMatchmaking() const
    {
    W_Parent->SetLoadingMessage(TEXT_CANCEL_MATCHMAKING, false);
    W_Parent->SwitchContent(UQuickPlayWidget::EContentType::LOADING);

    OnlineSession->CancelMatchmaking(
    GetOwningPlayer(),
    OnlineSession->GetPredefinedSessionNameFromType(EAccelByteV2SessionType::GameSession));
    }
  3. Bind the callback functions to show the relevant user interface (UI) when certain matchmaking events occur. To do this, add the following code to the NativeOnActivated() function:

    void UMatchmakingP2PWidget_Starter::NativeOnActivated()
    {
    Super::NativeOnActivated();

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

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

    W_Parent = GetFirstOccurenceOuter<UQuickPlayWidget>();
    if (!ensure(W_Parent))
    {
    return;
    }

    // Bind buttons.
    Btn_StartMatchmakingP2P->OnClicked().AddUObject(this, &ThisClass::StartMatchmaking);
    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);
    }
  4. Unbind those callbacks when the widget is not active. In the NativeOnDeactivated(), add the following code:

    void UMatchmakingP2PWidget_Starter::NativeOnDeactivated()
    {
    Super::NativeOnDeactivated();

    // Unbind buttons.
    Btn_StartMatchmakingP2P->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);
    }
  5. 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, we can assign a delegate to leave the session. Open the MatchmakingP2POnlineSession_Starter CPP file and add the following code to the RegisterOnlineDelegates() function:

    void UMatchmakingP2POnlineSession_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);
    }
  6. 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 in the ClearOnlineDelegates() function:

    void UMatchmakingP2POnlineSession_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);
    }

Resources