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ue4-Network相关-变量同步

变量同步

  • 变量同步的原则是:一定要在服务端修改该变量,也就是rpc调用 Run On Server方法(ue4-Network相关-rpc调用)中修改该变量,才会根据变量属性是否为 Replicated 决定是否同步给 服务器和所有客户端
  • 蓝图中同步:
  • 选择变量属性 Replication 为 Replicated,有三个可选值
  • None:默认值,服务端不会同步给所有客户端
  • Replicated:在服务端修改,会同步给其他客户端
  • RepNotify:选择这个的时候,会 Functions 中生产一个变量 Var 对应的方法 OnRep_Var,在服务器修改 Var 的时候会回调 服务器和所有客户端 中该Actor的这个 OnRep_Var 方法,
  • 参考:https://docs-origin.unrealengine.com/latest/INT/Gameplay/HowTo/Networking/ReplicateVariable/Blueprints/index.html
  • c++中同步:
    1. 在变量中加入标记 Replicated
    UPROPERTY(Replicated, EditAnywhere, BlueprintReadWrite, Category = AMyNetCharacter)
            int32 Cash;           
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  • 重写 AActor 的 GetLifetimeReplicatedProps 方法,加入需要同步的变量 Cash
  • #include "Net/UnrealNetwork.h" //包含net相关头文件
    
    
    void AMyNetCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
    {
        Super::GetLifetimeReplicatedProps(OutLifetimeProps);
        DOREPLIFETIME(AMyNetCharacter, Cash);
    }           
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  • 在构造函数中修改成员 bReplicates 为 true
  • AMyNetCharacter::AMyNetCharacter()
    {
        Cash = ;
        bReplicates = true;
    }           
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    • 变量标记的可选值,和蓝图对应,意思差不多
    • NotReplicated:服务端不会同步给所有客户端
    • Replicated:在服务端修改,会同步给其他客户端
    • ReplicatedUsing:选择这个的时候,需要指定一个 Var 改变时对应的 OnRep_Var(命名无特殊要求,不过还是按照蓝图生成的规则以 OnRep_ 前缀),一定要加上 UFUNCTION 给反射系统,在服务端修改 Var 的时候会回调这个 OnRep_Var 方法。规则和 Replicated 差不多,示例如下:
    UFUNCTION(BlueprintCallable, Category = AMyNetCharacter)
        virtual void OnRep_Money();
    
    void AMyNetCharacter::OnRep_Money()
    {
        FString msg = FString::Printf(TEXT("--- OnRep_Money money:%d"), Money);
        GEngine->AddOnScreenDebugMessage(-, , FColor::Red, *msg);
    }
    
        // 指定回调函数为 OnRep_Money
        UPROPERTY(ReplicatedUsing = OnRep_Money, EditAnywhere, BlueprintReadWrite, Category = AMyNetCharacter)
            int32 Money;
    
        //重写的 GetLifetimeReplicatedProps 方法中加入需要同步的变量
        DOREPLIFETIME(AMyNetCharacter, Money);           
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  • 参考:https://docs-origin.unrealengine.com/latest/INT/Gameplay/Networking/Actors/Properties/index.html
  • 有条件的同步给不同链接中的actor的变量

    • 会在服务端同步 Replicated 变量给所有客户端前做二次检查,满足条件的客户端才会被同步
    • 实际的作用场景,例如:本机控制的actor的一些属性,本地修改(假修改),同时告诉服务端修改(真实修改,同时做校验),然后同步给除本机外的所有客户端上的该actor修改,因为本机已经自己修改了。
    1. 做法和上面差不多,只需要修改第二步, DOREPLIFETIME_CONDITION
    UPROPERTY(Replicated, EditAnywhere, BlueprintReadWrite, Category = AMyNetCharacter)
            int32 Item1;
    
    void AMyNetCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
    {
        Super::GetLifetimeReplicatedProps(OutLifetimeProps);
    
        DOREPLIFETIME_CONDITION(AMyNetCharacter, Item1, COND_AutonomousOnly); //只给自己控制的actor同步Item1变量
    }           
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  • 然后在rpc调用服务端方法修改Item1变量,就能看到只有自己控制的actor中Item1改变了,其他客户端的没有改变,是因为这个 COND_AutonomousOnly 标记。
    ue4-Network相关-变量同步
    • CallServerChangeItem1 是个 Run On Server 类型的方法。不明白的看这里:ue4-Network相关-rpc调用
    • c++中的控制条件枚举
    /** Secondary condition to check before considering the replication of a lifetime property. */
    UENUM(BlueprintType)
    enum ELifetimeCondition
    {
        COND_None =                            UMETA(DisplayName = "None"),                            // This property has no condition, and will send anytime it changes
        COND_InitialOnly =                     UMETA(DisplayName = "Initial Only"),                    // This property will only attempt to send on the initial bunch
        COND_OwnerOnly =                       UMETA(DisplayName = "Owner Only"),                      // This property will only send to the actor's owner
        COND_SkipOwner =                       UMETA(DisplayName = "Skip Owner"),                      // This property send to every connection EXCEPT the owner
        COND_SimulatedOnly =                   UMETA(DisplayName = "Simulated Only"),                  // This property will only send to simulated actors
        COND_AutonomousOnly =                  UMETA(DisplayName = "Autonomous Only"),                 // This property will only send to autonomous actors
        COND_SimulatedOrPhysics =              UMETA(DisplayName = "Simulated Or Physics"),            // This property will send to simulated OR bRepPhysics actors
        COND_InitialOrOwner =                  UMETA(DisplayName = "Initial Or Owner"),                // This property will send on the initial packet, or to the actors owner
        COND_Custom =                          UMETA(DisplayName = "Custom"),                          // This property has no particular condition, but wants the ability to toggle on/off via SetCustomIsActiveOverride
        COND_ReplayOrOwner =                   UMETA(DisplayName = "Replay Or Owner"),                 // This property will only send to the replay connection, or to the actors owner
        COND_ReplayOnly =                     UMETA(DisplayName = "Replay Only"),                     // This property will only send to the replay connection
        COND_SimulatedOnlyNoReplay =          UMETA(DisplayName = "Simulated Only No Replay"),        // This property will send to actors only, but not to replay connections
        COND_SimulatedOrPhysicsNoReplay =     UMETA(DisplayName = "Simulated Or Physics No Replay"),  // This property will send to simulated Or bRepPhysics actors, but not to replay connections
        COND_Max =                            UMETA(Hidden)
    };           
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  • 蓝图中则有个 Replication Condition 下拉选项:
    ue4-Network相关-变量同步
  • 参考:https://docs-origin.unrealengine.com/latest/INT/Gameplay/Networking/Actors/Properties/Conditions/index.html