Unreal
呢頁係由英文翻譯過嚟嘅。如果兩個版本有出入,以英文頁為準。 睇英文頁
Unreal Engine 5 用嘅 Lingara 外掛程式係一個遊戲執行個體子系統,建基於玩家核心嘅 C 介面。佢喺玩家套件支援嘅五個平台上面行:Windows、macOS、Linux、Android 同 iOS。暫時仲未支援遊戲主機。
安裝外掛程式
每次發行都會為每個支援嘅引擎版本附上一個外掛程式 zip 檔,命名做 LingaraEmbed-<semver>-UE5.<m>.zip。將啱你引擎嗰個解壓縮到你專案嘅 Plugins/ 資料夾,然後喺編輯器度啟用個外掛程式。唔使再裝其他任何嘢。
由你部伺服器攞權杖
外掛程式永遠唔會持有密鑰。佢需要權杖嗰陣,會廣播 OnTokenNeeded。回應方法係向你自己部伺服器嘅權杖路由傳送 POST 請求,伺服器用伺服器套件簽發權杖,再回覆權杖同佢嘅到期時間,然後將兩樣交畀 ProvideToken。如果你部伺服器回應唔到,就呼叫 TokenUnavailable,等緊權杖嘅呼叫就會即刻失敗,而唔係等到逾時。
綁定你用嘅事件
核心喺佢自己嘅執行緒上面做網絡 I/O。子系統喺佢自己嘅 tick 入面清空佇列,每個畫格最多 MaxEventsPerTick 個事件(一項專案設定),然後喺委派上面逐個廣播。喺遊戲開始嗰陣綁定你個遊戲需要嘅委派,然後啟動子系統:
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);
}