引擎源码版,复制\Engine\Source\Programs\路径下的BlankProgram空项目示例。
重命名BlankProgram,例如CustomTcpProgram,并修改项目名称。
修改.Build.cs内容
修改Target.cs内容
修改Private文件夹内.h.cpp文件名并修改.cpp内容
刷新引擎
在项目.Build.cs中加入模块
// Copyright Epic Games, Inc. All Rights Reserved.using UnrealBuildTool;public class TCPSocketServer : ModuleRules
{public TCPSocketServer(ReadOnlyTargetRules Target) : base(Target){PublicIncludePathModuleNames.Add("Launch");PrivateDependencyModuleNames.Add("Core");PrivateDependencyModuleNames.Add("Projects");//加入网络模块PrivateDependencyModuleNames.Add("Sockets");PrivateDependencyModuleNames.Add("ApplicationCore");// to link with CoreUObject module:// PrivateDependencyModuleNames.Add("CoreUObject");// to enable tracing:// AppendStringToPublicDefinition("UE_TRACE_ENABLED", "1");// to enable LLM tracing:// GlobalDefinitions.Add("LLM_ENABLED_IN_CONFIG=1");// GlobalDefinitions.Add("UE_MEMORY_TAGS_TRACE_ENABLED=1");}
}
.cpp
// Copyright Epic Games, Inc. All Rights Reserved.#include "TCPSocketServer.h"#include "RequiredProgramMainCPPInclude.h"
#include "Sockets.h"
#include "SocketSubsystem.h"DEFINE_LOG_CATEGORY_STATIC(LogTCPSocketServer, Log, All);IMPLEMENT_APPLICATION(TCPSocketServer, "TCPSocketServer");INT32_MAIN_INT32_ARGC_TCHAR_ARGV()
{//应用初始化设置 GEngineLoop.PreInit(ArgC,ArgV);// 获取网络套接字子系统ISocketSubsystem* SocketSubsystem = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM);// 创建一个TCP类型的套接字,命名为"This TcpIp Type"FSocket* Socket = SocketSubsystem->CreateSocket(NAME_Stream,TEXT("This TcpIp Type"));// 创建一个互联网地址对象,用于指定服务器的IP地址和端口号TSharedPtr<FInternetAddr> Addr = SocketSubsystem->CreateInternetAddr();Addr->SetPort(8888);bool bIsValid = false;Addr->SetIp(TEXT("127.0.0.1"),bIsValid);Socket->Bind(*Addr);Socket->Listen(128);while (true){// 接受一个新的客户端连接请求,并返回一个新的套接字对象来表示这个连接FSocket* ClinetSocket = Socket->Accept(TEXT("ClinetConnect"));// 创建一个字节数组用于存储接收到的数据uint8 Buf[1024]{0};//存储实际读取到的字节数int32 BytesRead = 0;// 从客户端套接字读取数据到Buf数组中,最多读取1024字节,并将实际读取的字节数存储在BytesRead中ClinetSocket->Recv(Buf,1024,BytesRead);// 将接收到的字节数组转换为TCHAR字符串(用于UE5的字符串处理)FString Msg = UTF8_TO_TCHAR(reinterpret_cast<char *>(Buf));UE_LOG(LogTCPSocketServer,Display,TEXT("Msg = %s||Len = %d"),*Msg,BytesRead);}
}
/*
*TArray<FSocket*> Sockets; // 假设这是你的套接字列表 // 遍历套接字列表
for (int i = 0; i < Sockets.Num(); i++)
{
FSocket* Socket = Sockets[i];
FInternetAddr* RemoteAddr = Socket->GetRemoteAddress(); // 获取远程地址的IP和端口号
FString IP;
uint16 Port;
RemoteAddr->GetIP(IP);
RemoteAddr->GetPort(Port); // 使用IP和端口号进行进一步的处理或记录等操作
UE_LOG(LogTCPSocketServer, Display, TEXT("Client IP: %s, Port: %d"), *IP, Port);
}
*/
客户端.cpp
// Copyright Epic Games, Inc. All Rights Reserved.#include "TCPSocketClient.h"#include "RequiredProgramMainCPPInclude.h"
#include "Sockets.h"
#include "SocketSubsystem.h"DEFINE_LOG_CATEGORY_STATIC(LogTCPSocketClient, Log, All);IMPLEMENT_APPLICATION(TCPSocketClient, "TCPSocketClient");INT32_MAIN_INT32_ARGC_TCHAR_ARGV()
{GEngineLoop.PreInit(ArgC,ArgV);ISocketSubsystem* SocketSubsystem = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM);FSocket* Socket = SocketSubsystem->CreateSocket(NAME_Stream,TEXT("This Tcp Client"));TSharedPtr<FInternetAddr> Addr = SocketSubsystem->CreateInternetAddr();Addr->SetPort(8888);bool bIsValid = false;Addr->SetIp(TEXT("127.0.0.1"),bIsValid);if (Socket->Connect(*Addr)){FString Msg = TEXT("Hello Server");int32 SendSize = 0;Socket->Send(reinterpret_cast<uint8*>(TCHAR_TO_UTF8(*Msg)),Msg.Len(),SendSize);}Socket->Close();SocketSubsystem->DestroySocket(Socket);UE_LOG(LogTCPSocketClient, Display, TEXT("Hello World"));FEngineLoop::AppExit();return 0;
}
未完待续。。。