问题
- 为啥UE编辑器会有EPlayNetMode有三种让你选择。
- 为啥描述World 的ENetMode 会有4种,而不只是(Client/Server 2种)。
- 为何Actor 会有Role的概念。
EPlayNetMode
UENUM()
enum EPlayNetMode
{
/** A non-networked game will be started. This can be used in combination with bLaunchSeparateServer to test menu -> server flow in your game. */
PIE_Standalone UMETA(DisplayName="Play Offline"),
/** The editor will act as both a Server and a Client. Additional instances may be opened beyond that depending on the number of clients. */
PIE_ListenServer UMETA(DisplayName="Play As Listen Server"),
/** The editor will act as a Client. A server will be started for you behind the scenes to connect to. */
PIE_Client UMETA(DisplayName="Play As Client"),
};
-
PIE_Standalone
单机玩法,本地直接有一个所谓的服务器和一个或多个玩家。因此尤其注意相关网络请求rpc,值复制等都是同步执行的。
应用:一般游戏的训练场啊,游戏大厅,新手引导关卡。不需要跟其他玩家交互的场景。
-
PIE_Client
一般用于多人在线联网战斗局内,比如吃鸡游戏那种开房间成功后进入局内战斗,就是所谓的战斗局内,用这个比较多。
应用:比如吃鸡游戏的战斗场景(与其他联网玩家战斗交互)。
-
PIE_ListenServer
一般用于开发局域网游戏。
应用:无(我没用过,现在好像没有开发局域网游戏的了吧)。
综上:就是方便为了给UE 编辑器用户开发测试使用。
ENetMode
//* The network mode the game is currently running.*/
enum ENetMode
{
/** Standalone: a game without networking, with one or more local players. Still considered a server because it has all server functionality. */
NM_Standalone,
/** Dedicated server: server with no local players. */
NM_DedicatedServer,
/** Listen server: a server that also has a local player who is hosting the game, available to other players on the network. */
NM_ListenServer,
/**
* Network client: client connected to a remote server.
* Note that every mode less than this value is a kind of server, so checking NetMode < NM_Client is always some variety of server.
*/
NM_Client,
};
-
NM_Standalone
如果你开启的是PIE_Standalone,所谓的客户端和服务器的World()->GetNetMode()都会只是NM_Standalone.
-
NM_DedicatedServer
如果你开启的是PIE_Client,服务器上的World()->GetNetMode()才会是NM_DedicatedServer.
-
NM_Client
如果你开启的是PIE_Client,客户端上的World()->GetNetMode()才会是NM_Client.
-
NM_ListenServer
如果你开启的是PIE_Standalone,所谓的客户端和服务器的World()->NetMode 都会只是PIE_Standalone.
ENetRole
class ENGINE_API AActor : public UObject
{
/** Describes how much control the local machine has over the actor. */
UPROPERTY(Replicated)
TEnumAsByte<enum ENetRole> Role;
/** Returns how much control the remote machine has over this actor. */
UPROPERTY(Replicated, Transient)
TEnumAsByte<enum ENetRole> RemoteRole;
}
/** The network role of an actor on a local/remote network context */
enum ENetRole
{
/** No role at all. */
ROLE_None,
/** Locally simulated proxy of this actor. */
ROLE_SimulatedProxy,
/** Locally autonomous proxy of this actor. */
ROLE_AutonomousProxy,
/** Authoritative control over the actor. */
ROLE_Authority,
};
前面的ENetMode针对的是世界才能调用的,这个ENetRole是Actor才能调用的。你需要了解Actor是作为UE 可以同步的最小单元。
主要是Actor的Role和RemoteRole,大概描述的是这个Actor本地的控制性和远端的控制性。还有一点需要申明,只能是服务器复制Actor到客户端,客户端不会复制Actor到服务器。
服务器创建Actor
- 不复制到客户端
- Role:ROLE_Authority
- RemoteRole:ROLE_None
- 复制到客户端
- Role:ROLE_Authority
- RemoteRole:ROLE_SimulatedProxy 或 ROLE_AutonomousProxy
客户端创建Actor
- Role:ROLE_Authority
- RemoteRole:ROLE_None
应用:
从服务器复制一个Actor到ABCD四个客户端,那么我可以在这个Actor 的BeginPlay里判断打印log。
原创文章,作者:ItWorker,如若转载,请注明出处:https://blog.ytso.com/292662.html