浅析UE5 DS的断线重连机制
wizardcell.com
ReloginProject
当服务器判断某个玩家掉线的时候,会删除对应的PlayerController
void APlayerController::Destroyed()
if (Player == NULL && GetLocalRole() == ROLE_Authority)
// 销毁Pawn
PawnLeavingGame();
GetPawn()->Destroy();
else
UnPossess();
Super::Destroyed();
void AController::Destroyed()
if (GetLocalRole() == ROLE_Authority && PlayerState != NULL)
GameMode->Logout(this);
CleanupPlayerState();
UnPossess();
在GameMode的Logout重载内,会复制一份当前PC的PS,在之后重新登录的时候恢复PS:
void AGameMode::Logout( AController* Exiting )
RemovePlayerControllerFromPlayerCount(PC);
AddInactivePlayer(PC->PlayerState, PC);
APlayerState* const NewPlayerState = PlayerState->Duplicate();
DispatchCopyProperties(NewPlayerState);
// PS子类需要重写这个函数,保留自己的信息到复制PS上
CopyProperties(PlayerState);
GameState->RemovePlayerState(NewPlayerState);
NewPlayerState->SetReplicates(false);
// 保留一定时间,时间到了后还没重连就不管了
NewPlayerState->SetLifeSpan(InactivePlayerStateLifeSpan);
InactivePlayerArray.Add(NewPlayerState);
在服务器检测到新加入一个Player时,会创建一个新的PlayerController:
APlayerController* UWorld::SpawnPlayActor(UPlayer* NewPlayer, ENetRole RemoteRole, const FURL& InURL, const FUniqueNetIdRepl& UniqueId, FString& Error, uint8 InNetPlayerIndex)
if (AGameModeBase* const GameMode = GetAuthGameMode())
APlayerController* const NewPlayerController = GameMode->Login(NewPlayer, RemoteRole, *InURL.Portal, Options, UniqueId, Error);
APlayerController* const NewPlayerController = SpawnPlayerController(InRemoteRole, Options);
InitNewPlayer(NewPlayerController, UniqueId, Options, Portal);
NewPlayerController->SetRole(ROLE_Authority);
// 附加Player
NewPlayerController->SetPlayer(NewPlayer);
GameMode->PostLogin(NewPlayerController);
FindInactivePlayer(NewPlayer);
HandleStartingNewPlayer(NewPlayer); // AGameModeBase::PostLogin
还原之前保存的PS:
bool AGameMode::FindInactivePlayer(APlayerController* PC)
for (int32 i=0; i < InactivePlayerArray.Num(); i++)
if ((bUseUniqueIdCheck && (CurrentPlayerState->GetUniqueId() == PC->PlayerState->GetUniqueId())) ||
(!bUseUniqueIdCheck && bHasValidNetworkAddress && (FCString::Stricmp(*CurrentPlayerState->SavedNetworkAddress, *NewNetworkAddress) == 0) && (FCString::Stricmp(*CurrentPlayerState->GetPlayerName(), *NewName) == 0)))
APlayerState* OldPlayerState = PC->PlayerState;
PC->PlayerState = CurrentPlayerState;
PC->PlayerState->SetOwner(PC);
OverridePlayerState(PC, OldPlayerState);
// 复制当前的PS信息给保存下来的PS
PC->PlayerState->DispatchOverrideWith(OldPlayerState);
OverrideWith(PlayerState);
ReceiveOverrideWith(PlayerState);
OldPlayerState->Destroy();
在AGameModeBase::PostLogin内,完成PS初始化后,调用HandleStartingNewPlayer,开始匹配、创建角色
void AGameMode::HandleStartingNewPlayer_Implementation(APlayerController* NewPlayer)
if (IsMatchInProgress() && PlayerCanRestart(NewPlayer))
RestartPlayer(NewPlayer);
else if (GetMatchState() == MatchState::WaitingToStart)
StartMatch();
void AGameModeBase::RestartPlayer(AController* NewPlayer)
AActor* StartSpot = FindPlayerStart(NewPlayer);
RestartPlayerAtPlayerStart(NewPlayer, StartSpot);
APawn* NewPawn = SpawnDefaultPawnFor(NewPlayer, StartSpot);
return SpawnDefaultPawnAtTransform(NewPlayer, Transform);
APawn* ResultPawn = GetWorld()->SpawnActor<APawn>(PawnClass, SpawnTransform, SpawnInfo);