Unreal
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Unreal Engine 5 个 Lingara 外掛程式係一隻 game-instance 子系統,建立在玩家核心个 C 介面頂高。佢在玩家套件支援个五隻平台頂高行:Windows、macOS、Linux、Android 摎 iOS。主機還吂支援。
安裝外掛程式
每隻發行版都會為每隻支援个引擎版本附一隻外掛程式个 zip,名喊 LingaraEmbed-<semver>-UE5.<m>.zip。將你个引擎對應个該隻解壓縮到你專案个 Plugins/ 資料夾,過後在編輯器肚啟用外掛程式。無其他東西愛安裝。
從你个伺服器拿權杖
外掛程式從來毋會保管密鑰。佢需要權杖个時節,會廣播 OnTokenNeeded。送請求到你自家伺服器个權杖路由來回應佢;你个伺服器用一隻伺服器套件簽發,再用權杖摎佢个到期時間來回應,過後將兩樣交分 ProvideToken。若係你个伺服器無辦法回應,就呼叫 TokenUnavailable,恁樣在該等權杖个呼叫就會馬上失敗,毋使等到逾時。
綁定你用个事件
核心在佢自家个執行緒頂高行網路 I/O。子系統在佢自家个 tick 肚將佢清出來,一格最多 MaxEventsPerTick 隻事件(一隻專案設定),再將每隻在一隻 delegate 頂高廣播。在遊戲開始个時節綁定你个遊戲需要个 delegate,過後正啟動子系統:
Unreal C++
// Your own server mints the token: never put a client secret in a game.
void ALingaraEmbedSnippetActor::HandleTokenNeeded(const FLingaraTokenNeeded& Event)
{
const TSharedRef<IHttpRequest, ESPMode::ThreadSafe> Request = FHttpModule::Get().CreateRequest();
Request->SetVerb(TEXT("POST"));
Request->SetURL(TokenUrl);
Request->SetHeader(TEXT("Content-Type"), TEXT("application/json"));
Request->SetContentAsString(TEXT("{}"));
Request->OnProcessRequestComplete().BindUObject(this, &ALingaraEmbedSnippetActor::HandleTokenResponse);
Request->ProcessRequest();
}
void ALingaraEmbedSnippetActor::HandleTokenResponse(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bConnected)
{
ELingaraCallResult Result;
FLingaraEmbedError Error;
TSharedPtr<FJsonObject> Body;
FString Token;
FString ExpiresAt;
const bool bOk = bConnected && Response.IsValid() && EHttpResponseCodes::IsOk(Response->GetResponseCode())
&& FJsonSerializer::Deserialize(TJsonReaderFactory<TCHAR>::Create(Response->GetContentAsString()), Body)
&& Body->TryGetStringField(TEXT("token"), Token) && Body->TryGetStringField(TEXT("expires_at"), ExpiresAt);
if (bOk)
{
Lingara()->ProvideToken(Token, ExpiresAt, Result, Error);
}
else
{
// Fail the waiting calls now rather than at the core's timeout.
Lingara()->TokenUnavailable(TEXT("the token endpoint failed"), Result, Error);
}
}Unreal C++
// The subsystem drains the core's queue from its own tick (at most
// MaxEventsPerTick a frame, from Project Settings): bind the events you use.
void ALingaraEmbedSnippetActor::BeginPlay()
{
Super::BeginPlay();
ULingaraEmbedSubsystem* Subsystem = Lingara();
Subsystem->OnTokenNeeded.AddDynamic(this, &ALingaraEmbedSnippetActor::HandleTokenNeeded);
Subsystem->OnNpcTurn.AddDynamic(this, &ALingaraEmbedSnippetActor::HandleNpcTurn);
Subsystem->OnPractice.AddDynamic(this, &ALingaraEmbedSnippetActor::HandlePractice);
Subsystem->OnError.AddDynamic(this, &ALingaraEmbedSnippetActor::HandleError);
FLingaraEmbedConfig Config;
Config.MaxEventsPerTick = 256;
ELingaraCallResult Result;
FLingaraEmbedError Error;
Subsystem->Start(Config, Result, Error);
}
void ALingaraEmbedSnippetActor::HandleError(const FLingaraEmbedError& Error)
{
UE_LOG(LogTemp, Warning, TEXT("Lingara %s: %s"), *Error.KindName, *Error.Message);
}