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-MatchmakingJob::MatchmakingJob(FString& stateToWriteInto, FString LevelName) +MatchmakingJob::MatchmakingJob(FString& stateToWriteInto) : currentState(stateToWriteInto) - , LevelToLoad(LevelName) {} bool MatchmakingJob::Init() @@ -46,7 +42,7 @@ if(!ConnectionSocket->Send(reinterpret_cast(TCHAR_TO_UTF8(serializedChar)), Size, Sent)) { // Some Error Message - JobCompletedEvent.Broadcast(false, "", ""); + JobCompletedEvent.Broadcast(false, ""); return 1; // Returns an exit code, you can use this to figure out where something failed or the type of failure } @@ -68,7 +64,7 @@ if(!ConnectionSocket->Recv(ReceiveBuffer, 128, BytesRead)) { // Some Error Use something like FScoket::GetLastError (I dont remember the exact syntax) ESocketError Return Type - JobCompletedEvent.Broadcast(false, "", ""); + JobCompletedEvent.Broadcast(false, ""); return 2; } // Reinterpret the bits back into a const char* and apply it to the FString @@ -90,12 +86,12 @@ if(!ConnectionSocket->Send(reinterpret_cast(TCHAR_TO_UTF8(serializedChar)), Size, Sent)) { // Some Error Message - JobCompletedEvent.Broadcast(false, "", ""); + JobCompletedEvent.Broadcast(false, ""); return 3; } #pragma endregion - JobCompletedEvent.Broadcast(true, "Server IP", LevelToLoad); + JobCompletedEvent.Broadcast(true, FullMessage); return 0; // return the error! None in this case! :D } @@ -117,4 +113,4 @@ #endif } -#pragma optimize("", on) +#pragma optimize("", on) \ No newline at end of file diff --git a/Source/SkyFrontier/Private/MatchmakingSubsystem.cpp b/Source/SkyFrontier/Private/MatchmakingSubsystem.cpp index 1396c1d..2ac1e8f 100644 --- a/Source/SkyFrontier/Private/MatchmakingSubsystem.cpp +++ b/Source/SkyFrontier/Private/MatchmakingSubsystem.cpp @@ -1,6 +1,3 @@ -// Fill out your copyright notice in the Description page of Project Settings. - - #include "MatchmakingSubsystem.h" @@ -11,17 +8,17 @@ Super::Initialize(Collection); } -void UMatchmakingSubsystem::RequestGame(FString LevelName) +void UMatchmakingSubsystem::RequestGame() { - FindMatchJob = new MatchmakingJob(CurrentState, LevelName); + FindMatchJob = new MatchmakingJob(CurrentState); FindMatchJob->JobCompletedEvent.AddUFunction(this, "OnMatchmakerThreadDone"); FRunnableThread::Create(FindMatchJob, TEXT("FindMatchJob")); } -void UMatchmakingSubsystem::OnMatchmakerThreadDone(bool CompletionState, FString ServerIP, FString LevelName) +void UMatchmakingSubsystem::OnMatchmakerThreadDone(bool CompletionState, FString ServerIP) { if(CompletionState) - MatchFoundEvent.Broadcast(ServerIP, LevelName); + MatchFoundEvent.Broadcast(ServerIP); else ServerToConnectTo = "Failed To Connect!"; } diff --git a/Source/SkyFrontier/Public/MatchmakingJob.h b/Source/SkyFrontier/Public/MatchmakingJob.h index 97a326b..d0b495a 100644 --- a/Source/SkyFrontier/Public/MatchmakingJob.h +++ b/Source/SkyFrontier/Public/MatchmakingJob.h @@ -1,11 +1,9 @@ -// Fill out your copyright notice in the Description page of Project Settings. - #pragma once #include "CoreMinimal.h" // Bool if it did it's job correctly and the ip:port to connect to. -DECLARE_MULTICAST_DELEGATE_ThreeParams(FOnMatchMakerThreadCompleted, bool, FString, FString); +DECLARE_MULTICAST_DELEGATE_TwoParams(FOnMatchMakerThreadCompleted, bool, FString); // Declaration Of All The Messages The Clients Are Allowed To Send AKA The Message ID's #define CLIENT_MESSAGE_REQUESTCONNECTION 1 @@ -17,7 +15,7 @@ // Dissalow default construction of this objects // Simple example, but you could control the copy/move contructors and copy/move operators too! MatchmakingJob(); - explicit MatchmakingJob(FString& stateToWriteInto, FString LevelName); + explicit MatchmakingJob(FString& stateToWriteInto); private: // Do your setup here, allocate memory, ect. @@ -37,9 +35,6 @@ // Reference To Strings That Exist In The Matchmaking System, Thread Writes Directly Into Them! FString& currentState; - // Level To Load - FString LevelToLoad; - // Pointer To Our Current Socket Object FSocket* ConnectionSocket; diff --git a/Source/SkyFrontier/Public/MatchmakingSubsystem.h b/Source/SkyFrontier/Public/MatchmakingSubsystem.h index 749ea31..e8b8c0c 100644 --- a/Source/SkyFrontier/Public/MatchmakingSubsystem.h +++ b/Source/SkyFrontier/Public/MatchmakingSubsystem.h @@ -1,5 +1,3 @@ -// Fill out your copyright notice in the Description page of Project Settings. - #pragma once #include "CoreMinimal.h" @@ -7,7 +5,7 @@ #include "Subsystems/GameInstanceSubsystem.h" #include "MatchmakingSubsystem.generated.h" -DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnMatchFound, FString, ServerIP, FString, LevelName); +DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnMatchFound, FString, ServerIP); UCLASS() class SKYFRONTIER_API UMatchmakingSubsystem : public UGameInstanceSubsystem @@ -18,11 +16,11 @@ // Start Requesting A Game Launch the thread and the widget can poll the string value for an update till the threads done. UFUNCTION(BlueprintCallable) - void RequestGame(FString LevelName); + void RequestGame(); // Callback From The Thread When It's Done UFUNCTION() - void OnMatchmakerThreadDone(bool CompletionState, FString ServerIP, FString LevelName); + void OnMatchmakerThreadDone(bool CompletionState, FString ServerIP); // String the blueprint widget will look at UPROPERTY(BlueprintReadOnly) @@ -37,5 +35,4 @@ // Event To Let Someone Else Handle The Level Loading Stuff UPROPERTY(BlueprintAssignable) FOnMatchFound MatchFoundEvent; -}; - +}; \ No newline at end of file