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ue4-Network相关-组件及数据同步
- UActorComponent 及 Non-UActorComponent 同步
- Non-UActorComponent同步 可以理解为继承 UObject 的类,用来装数据的同时又需要暴露给蓝图调用,且带同步功能。
组件的同步和 Actor 的同步非常相似
Actor同步的传送门:ue4-Network相关-变量同步
新建一个组件类 UMyComp
MyComp.h
#pragma once #include "MyComp.generated.h" UCLASS(Blueprintable, BlueprintType) class UMyComp : public UTextRenderComponent { GENERATED_BODY() public: UMyComp(); UFUNCTION(BlueprintCallable, Category = AMyNetCharacter) virtual void OnRep_Length(); public: UPROPERTY(ReplicatedUsing = OnRep_Length, EditAnywhere, BlueprintReadWrite, Category = UMyComp) int32 Length; };
MyComp.cpp
#include "MyNet.h" #include "MyComp.h" #include "Net/UnrealNetwork.h" UMyComp::UMyComp() : Super() { UE_LOG(LogMyNet, Warning, TEXT("--- UMyComp::UMyComp")); Length = 789; bReplicates = true; } void UMyComp::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UMyComp, Length); } void UMyComp::OnRep_Length() { SetText(FText::FromString(FString::Printf(TEXT("Length:%d"), Length))); }
组件的同步分为两大类:静态组件 同步 和 动态组件 同步
静态组件:直接在 c++中构造函数中 CreateDefaultSubobject 构造出来的,or 蓝图中直接 Add Comonent 上去的,在实例化 Actor 后就在 Actor 身上的,这种情况下,只要 Actor 是 Replicated 类型的,就自动会在其他客户端同步该 静态组件,无需指定该 静态组件 为 Replicated 类型。只有在该 静态组件 里面有需要同步的变量或者事件时,才需要指定为 Replicated 类型
蓝图
这里新建了一个蓝图类 MyCompBp 继承 UMyComp,再起一个 RepNotify 类型的 Num 变量,在改变时修改展示内容。然后在 Actor 中 Add Componen 挂上去
测试蓝图中的变量是否能同步
- 结果:(在Client2中操作)
c++
在 Actor 的构造函数中创建,在 Actor 的蓝图就可以看见该组件
AMyNetCharacter::AMyNetCharacter() { CusComp = CreateDefaultSubobject<UMyComp>(TEXT("CusComp")); CusComp->SetupAttachment(RootComponent); //CusComp->SetNetAddressable(); CusComp->SetIsReplicated(true); }
测试c++中的变量是否能同步
- 结果:(就不贴了)
动态组件:游戏运行时中动态实例化出来或删除的组件(必须在服务端上Spawn or Destroy)。必须指定为 Replicated 类型才能同步给所有客户端。
蓝图
蓝图中动态实例化组件接口 Add Component,实例化出来一定要调用 SetIsReplicated 接口,同时 DyCusCompBp 变量也必须是 Replicated 类型
在测试一下变量同步
- 结果:(就不贴了)
c++
在actor中写个接口给蓝图调用
UPROPERTY(Replicated, EditAnywhere, BlueprintReadWrite, Category = AMyNetCharacter) UMyComp* DynamicCusComp22; UFUNCTION(BlueprintCallable, Category = AMyNetCharacter) virtual void SpawnMyComp(); void AMyNetCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const { DOREPLIFETIME(AMyNetCharacter, DynamicCusComp22); } void AMyNetCharacter::SpawnMyComp() { if (DynamicCusComp22) DynamicCusComp22->DestroyComponent(); DynamicCusComp22 = NewObject<UMyComp>(this, UMyComp::StaticClass()); DynamicCusComp22->RegisterComponent(); FAttachmentTransformRules AttachmentRules(EAttachmentRule::KeepRelative, false); DynamicCusComp22->AttachToComponent(GetRootComponent(), AttachmentRules); DynamicCusComp22->SetRelativeLocation(FVector(0.f, 100.f, 50.f)); //DynamicCusComp22->SetNetAddressable(); //绝逼不能调这个,否则所有客户端断线 DynamicCusComp22->SetIsReplicated(true); }
- 官网说要手动调用这个标记
Manually marked (via UActorComponent::SetNetAddressable)
,实测不行,有待研究源码。会报错:Stably named sub-object not found. Component
- 官网说要手动调用这个标记
在测试一下变量同步
- 结果:(就不贴了)
自定义类(继承UObject)的同步,可用作数据同步
新建个继承 UObject 的数据类 UMyItem
MyItem.h
#pragma once #include "MyItem.generated.h" UCLASS(Blueprintable, BlueprintType) class UMyItem : public UObject { GENERATED_BODY() public: UMyItem(); virtual ~UMyItem(); public: UFUNCTION() virtual void OnRep_Count(); virtual bool IsSupportedForNetworking() const override { return true; } public: UPROPERTY(ReplicatedUsing = OnRep_Count, EditAnywhere, BlueprintReadWrite, Category = UMyItem) int32 Count; };
MyItem.cpp
#include "MyNet.h" #include "MyItem.h" #include "Net/UnrealNetwork.h" UMyItem::UMyItem() : Super() { UE_LOG(LogMyNet, Warning, TEXT("--- UMyItem::UMyItem")); Count = 32; } UMyItem::~UMyItem() { UE_LOG(LogMyNet, Warning, TEXT("--- UMyItem::~UMyItem"),); } void UMyItem::OnRep_Count() { FString msg = FString::Printf(TEXT("--- OnRep_Count Count:%d"), Count); GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, *msg); } void UMyItem::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UMyItem, Count); }
- 规则也是和 Actor 同步差不多,没有了
bReplicates = true;
成员,需要同步的变量加上 Replicated 标记,实现GetLifetimeReplicatedProps
方法。需要实现IsSupportedForNetworking
- 规则也是和 Actor 同步差不多,没有了
在 Replicated Actor 中重写几个函数
virtual bool ReplicateSubobjects(class UActorChannel *Channel, class FOutBunch *Bunch, FReplicationFlags *RepFlags) override; //virtual void OnSubobjectCreatedFromReplication(UObject *NewSubobject); 不知道为啥重写这两个函数会造成不能同步,逻辑上看起来没问题,有待探究 //virtual void OnSubobjectDestroyFromReplication(UObject *Subobject); bool AMyNetCharacter::ReplicateSubobjects(class UActorChannel *Channel, class FOutBunch *Bunch, FReplicationFlags *RepFlags) { bool WroteSomething = Super::ReplicateSubobjects(Channel, Bunch, RepFlags); if (CusObj != nullptr) { WroteSomething |= Channel->ReplicateSubobject(CusObj, *Bunch, *RepFlags); } return WroteSomething; } /* void AMyNetCharacter::OnSubobjectCreatedFromReplication(UObject *NewSubobject) { Super::OnSubobjectCreatedFromReplication(NewSubobject); FString msg = FString::Printf(TEXT("--- OnSubobjectCreatedFromReplication ClassName:%s"), *NewSubobject->GetClass()->GetName()); GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, *msg); } void AMyNetCharacter::OnSubobjectDestroyFromReplication(UObject *Subobject) { FString msg = FString::Printf(TEXT("--- OnSubobjectDestroyFromReplication ClassName:%s"), *Subobject->GetClass()->GetName()); GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, *msg); Super::OnSubobjectDestroyFromReplication(Subobject); } */
- 从源码来看,network 会每帧调用到 actor 的 ReplicateSubobjects
- 从源码来看,network 会每帧调用到 actor 的 ReplicateSubobjects
在服务端生产一个对象,然后会同步到所有客户端
UFUNCTION(BlueprintCallable, Category = AMyNetCharacter) virtual void SpawnMyItem(); void AMyNetCharacter::SpawnMyItem() { if (!HasAuthority()) //确保是服务端去new组件 return; if (CusObj) CusObj->ConditionalBeginDestroy(); CusObj = NewObject<UMyItem>(this, UMyItem::StaticClass()); }
测试修改一下里面的数据是否能同步到其他客户端
结果:(在Client2中操作)
在 Replicated Actor 中示例化 UMyItem 时会在 所有客户端同步回调
virtual void OnSubobjectCreatedFromReplication(UObject *NewSubobject);
在销毁 Replicated Actor 的时候会会在所有客户端 销毁 UMyItem
virtual void OnSubobjectDestroyFromReplication(UObject *Subobject);
在源码中没有找到 动态销毁UMyItem 的方法,它只有在 Actor 销毁的时候跟着被销毁。所以还不能完全控制(应该是我还找到)。想要完全控制的话可以用 UActorComponent。
参考资料
- https://docs-origin.unrealengine.com/latest/INT/Gameplay/Networking/Actors/Components/index.html#optimizations
- https://wiki.unrealengine.com/Replication#Advanced:_Generic_replication_of_Actor_Subobjects
- https://answers.unrealengine.com/questions/361181/bug-getlifetimereplicatedprops-calls-only-once-on.html?sort=oldest
ue4-Network相关-组件及数据同步