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unreal-c++教程-第八章:TCP Socket

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unreal-c++教程-第八章:TCP Socket

基本数据类型byte与int
  • 1. 添加Socket库和NetWorking库
  • 2. 一个实用网络类

1. 添加Socket库和NetWorking库



打开该文件

添加Sockets和Networking

关闭引擎,退出,重新开始

此时,你将会成功 的引入网络库

2. 一个实用网络类
// Fill out your copyright notice in the Description page of Project Settings.

#pragma once
#include "HAL/Runnable.h"
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Sockets.h"

#include "Sockets.h"
#include "SocketSubsystem.h"
#include "Networking/Public/Interfaces/IPv4/IPv4Address.h"
#include "SocketSubsystem.h"


class FRunableThread;

class AClient : public FRunnable
{

public:	
	// Sets default values for this actor's properties
	AClient();
	virtual bool Init();
	virtual uint32 Run() override;
	virtual void Stop() override;
	virtual void Exit() override;
	FSocket* socket;
	bool SocketCreate(FString IPStr, int32 port);
	//int byte2 Buffer();
	FIPv4Address ip;
	~AClient();
	TQueue messages;
	FRunnableThread* Thread = nullptr;
	int32 stop = false;
};

// Fill out your copyright notice in the Description page of Project Settings.


#include "Client.h"
AClient::AClient()
{
	this->SocketCreate("127.0.0.1", 9201);
	Thread = FRunnableThread::Create(this, TEXT("This is my thread example"));
	stop = 1;
}

bool AClient::Init()
{
	stop = 1;
	return true;
}




uint32 AClient::Run() {
	TArray buffer;
	uint8 element = 0;
	while (stop == 1)
	{
		int32 len = 0;
		buffer.Init(element, 1024);
		socket->Recv(buffer.GetData(),buffer.Num(),len);
		auto val = FString(ANSI_TO_TCHAr(reinterpret_cast(buffer.GetData())));
		UE_LOG(LogTemp, Warning, TEXT("server info %s,%d,%d"), *val,len,stop)
		FPlatformProcess::Sleep(0.1);
	}
	UE_LOG(LogTemp, Warning, TEXT("thread end..."));
	return 1;
}

void AClient::Stop()
{
	stop = 0;
	socket->Close();

}

void AClient::Exit()
{
	
	
}

bool AClient::SocketCreate(FString IPStr, int32 port)
{
	FIPv4Address::Parse(IPStr, ip);
	TSharedPtr addr = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateInternetAddr();
	addr->SetIp(ip.Value);
	addr->SetPort(port);
	socket = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateSocket(NAME_Stream, TEXT("default"), false);
	if (socket->Connect(*addr))
	{
		UE_LOG(LogTemp, Warning, TEXT("Connect Succeed!"));
		return true;
	}
	else
	{
		UE_LOG(LogTemp, Warning, TEXT("Connect Failed!"));
		return false;
	}
}

AClient::~AClient()
{
	UE_LOG(LogTemp,Warning, TEXT("Client Destruct"))
	stop = 0;
	
}


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