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socketioclient-unreal's Issues

Additional headers on connect

It would be great if you could pass additional HTTP headers when connecting - for example, passing OAUTH-tokens to authenticate on the server.

OnFail is not called when no SocketIO Server is running on Address

Unreal 4.16.1 on Windows.

Using the following GameMode setup (copy text from gist, paste into a blank GameMode, ensure BeginPlay is hooked up and create a SocketIOClient variable and hook it up), when trying to connect to a port where the SocketIO server is not running, the OnFail and OnDisconnect messages are not called, so I can't know when it has failed to connect.

https://gist.github.com/LordNed/ace0d2492ae1e18b532536db98b41e1e

Even if you use an entirely invalid address like "fou5k3" none of these callbacks are called.

iOS platform untested

I'm currently building for iOS and I get the following error:

LogPlayLevel: UnrealBuildTool: In file included from /mac/gamelocation/Plugins/socketio-client-ue4/Intermediate/Build/IOS/SemiFutureDuplex2/Development/SIOJson/Module.SIOJson.cpp:2:
LogPlayLevel: UnrealBuildTool:
LogPlayLevel: UnrealBuildTool: /pc/gamelocation/Plugins/socketio-client-ue4/Source/SIOJson/Private/SIOJConvert.cpp:75:9: error: unknown pragma ignored [-Werror,-Wunknown-pragmas]
LogPlayLevel: UnrealBuildTool:
LogPlayLevel: UnrealBuildTool: #pragma endregion ToJsonValue

Connect->Disconnect->Connect actions cause game to crash

Calling Connect action on SocketIOComponent while internal SocketIOClient is disconnecting, causes game/editor to crash with log below.

From epic crash log:

...
C++ EH exception - code e06d7363 (first/second chance not available)

KERNELBASE
VCRUNTIME140
msvcp140
UE4Editor_SocketIOClient!std::thread::join()
UE4Editor_SocketIOClient!sio::client_impl::connect()
UE4Editor_SocketIOClient!<lambda_48c5bfc20a28d488412b9ebe85cab230>::operator()() [d:\unrealprojects\loc416experiments\plugins\socketio-client-ue4.x\source\socketioclient\private\socketionative.cpp:112]
UE4Editor_SocketIOClient!FSIOLambdaRunnable::Run() [d:\unrealprojects\loc416experiments\plugins\socketio-client-ue4.x\source\socketioclient\private\siolambdarunnable.cpp:48]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]

PS1: If you remove line 29 in SocketIONative.cpp (and fix paren on 113):

...
ConnectionThread = FSIOLambdaRunnable::RunLambdaOnBackGroundThread([&, Query, Headers]
.,.

... the game will only hang in this situation but not crash.

PS2: There is typo in SIOLambdaRunnable.cpp:

FSIOLambdaRunnable::~FSIOLambdaRunnable()
{
	if (Thread == NULL) // <<< Should be Thread != NULL ?
	{
		delete Thread;
		Thread = NULL;
	}

	//Runnables.Remove(this);
}

But it's not an answer to subj :)

When this plugin can support android?

hi,
Can you tell me when you plan to add android suport?I have used this plugin for my game,I test my project in win64,it works well,but i package my project to android apk,the plugin doesn't work.I have looked #21 ,but i can't compile it by myself.
Do you have time,can you help me solve it?
This plugin is really usefull,hope you can help me.

socket.io connection timeout hang

replicated when connecting to e.g. 192.168 range ips without auto-connect and there is no server running.

see #10 for guidance of past similar issue

Component tries to connect to server even in editor

Every time when I open blueprint with SocketIOComponent in it, SocketIOComponent is trying to connect to server.
Moreover, SocketIOComponent events also will be called...
If you disable bShouldAutoConnect parameter, it will not connect but still create FSocketIONative object.

Unreal Crashes After Several Start/Stops when SocketIOComponent is on GameMode

Hi all,

We've added the SocketIOComponent to the GameMode as we want to ensure it attempts the connection each time the GameMode is started. Unfortunately after 3 or 4 start/stop plays Unreal Engine crashes with the callstack posted below. This is fairly easy to test by rapidly starting/stopping Simulate.

This uses Unreal 4.16.1. (Windows) I have created a gist with our setup inside the GameMode which should let you replicate it. You will be missing a node for how we get our address/port but they should be easy. Add a SocketIOClient component and disable Auto-connect and then paste the gist's contents into the GameMode and hook up the connect functions to BeginPlay.

https://gist.github.com/LordNed/ace0d2492ae1e18b532536db98b41e1e

Access violation - code c0000005 (first/second chance not available)

UE4Editor_SocketIOClient!TMulticastScriptDelegate<FWeakObjectPtr>::ProcessMulticastDelegate<UObject>() [e:\program files\epic games\ue_4.16\engine\source\runtime\core\public\uobject\scriptdelegates.h:457]
UE4Editor_SocketIOClient!TGraphTask<FFunctionGraphTask>::ExecuteTask() [e:\program files\epic games\ue_4.16\engine\source\runtime\core\public\async\taskgraphinterfaces.h:884]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:954]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilIdle() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:716]
UE4Editor_Engine!FFrameEndSync::Sync() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\unrealengine.cpp:8502]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3247]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll

Destroying while a Connection is Pending Causes Crashes

This is an interesting one. The callstack effectively points to the engine running out of memory trying to allocate a huge amount of memory, caused by broadcasting a Multicast delegate. It seems to only happen if you start the game, attempt a connection to a websocket server, and then close the game before the webserver responds.

After many hours of searching, logging and breakpointing I think it comes down to this case:
The SocketIONative class starts a long-running background thread for connecting where it registers a couple of handlers (such as OnFailCallback). Somehow when running UninitializeComponent it ends up invoking the OnFailCallback. This OnFailCallback is listened to in the SocketIOClientComponent. By the time the callback gets invoked (which does look valid when invoked), the SocketIOClientComponent thinks the NativeClient pointer is null, ie when Line 195 is hit, NativeClient reports as null. Then, it starts a lambda on the game thread to broadcast the failure.

By the time the game thread lambda actually happens, OnFail now looks to be deconstructed or partially deconstructed. Broadcasting it causes an array reallocation with a huge amount of memory requested, and the engine crashes.

The point of opening this ticket is to help determine the best course of action to fix this. On one hand, it looks like I could slap a if(NativeClient == nullptr) { return; } in before we start the RunShortLambdaOnGameThread, skipping the callback if the object is destroyed. This is untested, but would presumably fix the issue.

The other option is we discover how the OnFailCallback is being called when NativeClient reports nullptr. It might be reporting nullptr because of how MakeShareable/TSharedPtr is implemented. It also looks like when the SocketIONative client is deconstructed (ie: assigned to nullptr in UnintializeComponent) it doesn't run the ClearCallbacks() function, which may be why the OnFailCallback is getting called. Perhaps clearing the list of callbacks when the object is deconstructed is the right course of action?

Unfortunately both of these changes mean that you won't receive potentially expected callbacks (such as OnDisconnected, OnFail) from a native client which is being destroyed, but I figure it's better as a known issue (you can hook the OnDestroyed event to know when the component is about to be destroyed instead, and use that as a "hey we got disconnected" message).

The most reliable way to repo this is put an actor in your scene, ask it to connect to something in BeginPlay (no async disconnect, no auto-connect), hit begin play and then immediately hit escape. Sometimes it doesn't crash but doing it repeatedly will cause it to crash. That being said, you can also cause it to crash late in the game when the actor is destroyed, ie 2-3 minutes later if it still hasn't connected to a websocket server.

This is becoming a blocker for our project so I may apply one of the above patches myself to see if they fix it, but I'd like to know the ideal course of action here so I can make it a PR and fix it for everyone.

Unreal Editor Crashes on Stop

When clicking on Stop after testing a blueprint the entire editor freezes. The only option is to kill the process with the task manager. This occurs most of the times - making it impossible to make any progress using the socket-io plugin.

I'm using Uneal 4.14.3, socket.IO 1.7

Failing to find 'SIOJson'

I have installed socketio-client-ue4 to the plugins file of my project. I have nodejs installed, I have socket.io installed. I am still getting this error (Screencap) I have scoured the Github but could not find anything about dependencies.

I am running windows 10 x64
I am running Unreal Engine 4.16.2 (I have also tried 4.16.1)
I have the latest installs (as of the time of this post) of Nodejs and Socket.io as well as the socket.io plugin.

Android Static Libs

Which versions of Android does socketio-client-ue4 support?

I can't find this in the socketio-client-ue4 GitHub pages.

TrimKey not called on struct of Map

ue4 4.16.3
sio 0.6.2
environment: Blueprint

This JSON is what I receive on the server:

{
  "actions": {
    "my_key": {
      "value_5_0C62405F4F8CD0DE2EFE1C84058E954D": 123,
      "vector_8_CBC3A5A248B0C7EFE10514AF9D644328": {
        "x": 1,
        "y": 1,
        "z": 1
      }
    }
  }
}

when I Emit this Actions struct:
struct Actions, field 'actions' which is a map of String -> Action
struct Action, fields 'value' = Float, 'vector' = Vector

The two fields value and vector seem not properly trimmed

The BP nodes I'm using are:

variable get Actions -> Struct to JSON Object -> ToJSONValue -> Emit

Invalid module name while checking availability

Why you need to check for LeapMotionC if your module called SocketIOClient?

SocketIOClient.h

...
	static inline ISocketIOClientModule& Get()
	{
		return FModuleManager::LoadModuleChecked< ISocketIOClientModule >("SocketIOClient");
	}

	static inline bool IsAvailable()
	{
		return FModuleManager::Get().IsModuleLoaded("LeapMotionC");
	}
...

Strange behavior with SocketIOComponent::UninitializeComponent()

I found some strange behavior with SocketIOComponent deinitialization process.
I logged calls of InitializeComponent() and UninitializeComponent() of SocketIOComponent and almost everytime on one Init call there were two Uninit calls.

In my project sometimes it leads to crash game with "Fatal error" exception message box.

In function below bIsConnected is always true (with successfull connection with server) in both Uninit calls so Super::UninitializeComponent() is never being called.

I think second call is from GC, coz Component wasn't unitialized properly.

SocketIOClientComponent.cpp

void USocketIOClientComponent::UninitializeComponent()
{
	//This may lock up so run it on a background thread
	if (bAsyncQuitDisconnect)
	{
		if (bIsConnected)
		{
			FSIOLambdaRunnable::RunLambdaOnBackGroundThread([&]
			{
				FScopeLock lock(&AllocationSection);
				NativeClient = nullptr;
			});
			return;
		}
	}
	else
	{
		FScopeLock lock(&AllocationSection);
		NativeClient = nullptr;;
	}

	Super::UninitializeComponent();
}

JSON string

sio::message->get_string() doesn't convert object into json string for parsing downstream using native JSON parsers.

NGROK - Custom events aren't triggering (related to SSL)

onConnected, onDisconnected etc etc trigger as expected. However, binding to a custom event via blueprints doesn't appear to work (I'm guessing it's the bind operation that's failing rather than the event firing failing ?).

I looked at the example and it's using a custom version of the plug-in with different functions.
I've also verified these same events on other platforms and they are fine (non-UE4).

Edit: Correction, it appears it fires the event once and once only.

Fantastic plug-in BTW (if I can get a solution to this).

Seperate Branches for each unreal version

I recommend setting up separate branches, that allow for branch specific fixes to be implemented and for people to easily access the code for each branch if needed.

Dedicated Server Crash

Hello =)

I posted some stuff in the other thread about a bug and crashing but after a weekend and a few hours today trying to get to the bottom of it I think I finally nailed down my issue.

Whenever something is in the world that has a socket io component on the SERVER in a dedicated server setup is when I will eventually get a crash.

Examples:

Dedicated server, character has a socket IO component, login to the server and load the map when the character spawns in the first time he is fine but if I "open 127.0.0.1" or quit and start up the client again I will get a client or server crash depending on if this is PIE or a client build. Note in this case there is a has authority and a server switch set up before I connect to the socket IO server but this doesnt change anything for this example as there is a server version of my character with the component which is why it crashes

Same setup as before but I prevent the server from having the component, I don't put the component on the character and I attach a new one only on the client version of the character. No crashes

I remove the socket IO from the character and put it on another BP in the world and all this BP does is hold the socketIO component. I did this as I originally thought the crash was due to it being on a character. I then have my character talk to this BP and the component and do it's stuff and I get the same results as the first time (crashes due to the server spawning in a copy of this BP)

If I make it so the BP only spawns in on the clients, no server, then I get no crashes.

I thought the crashes were based on disconnecting and reconnecting the client but I actually let the clients sit for a bit today which is when I discovered this issue again. If I have a server blueprint with the component and then I disconnect SocketIO or destroy the BP I get the disconnect message in my node server as expected but if I just wait about 10 seconds or so I get a crash on the dedicated server. If I do the exact same thing but the blueprint is on the client only I get no issues.

I know, long read but maybe this can help figure out something?

Get Session ID (Socket ID ?) seems always empty

I tried to print the Socket ID (named Session Id in the component via blueprints) as differents times in the game flow (construct => begin play => after emit...) and it seems to always be empty

Beside that, all is working great.

Is this a bug ? How can I get the Socket/Session ID ?

Thank you,

multiple connections

I updated the plugin to latest version 0.5.2 and that appears to have sorted out the ue4 editor freezing everytime I was coming out of the play editor. There is however another issue that has come up, whenever I launch the server, after my : listening on port message I am getting multiple client connections - up to 20 even though I have not lauched the play editor in ue4.

Editor crashes while sending data

The editor crashes while sending data from UE:
2017-11-06 16_06_21-firstpersoncharacter
I tried both, the "emit" function and the "emit with callback" function. I have a function in place with correct input signatures to receive the callback in case of "emit with callback".

I am receiving the data correctly on the server but I believe its the acknowledgement message handling, that is making the editor crash. I am acknowledging with :
"EventCallback",{"data":"sample text"}

When support 4.14?

This plugin is very usefull ,thanks. Can you tell us when support 4.14?

Race Condition Crash in FSIOLambdaRunnable

This was a fun one to track down. It only happens in builds and it was very sporadic. I'd add a space and recompile and it'd crash constantly every time the Connect was called. I'd remove the space and compile again and it'd go away.

I finally tracked it down to FSIOLambdaRunnable (one of which is created upon calling the Connect function). The issue is that FSIOLambdaRunnable calls "delete this" in the Exit() function.

The issue is that calling Thread = FRunnableThread::Create(this, *threadStatGroup, 0, TPri_BelowNormal); (source) can lead to a race condition whereif the runnable thread is created, executes the lambda and returns before the main thread finishes the call to ::Create, you have now deleted the FSIOLambdaRunnable while... still inside of it. This finishes the function call on released memory and then the engine crashes a moment later with random differing callstack as it tries to use the memory that you helpfully overwrote.

I came up with a temporary solution so we could ship, but I can't submit it as a PR without some additional discussion as I think it leads to an additional edge case. The idea is that you remove "delete this" from the exit function (so that if the lambda finishes before the main thread completes, we don't delete the FSIOLambdarUnnable)

void FSIOLambdaRunnable::Exit()
{
	Finished = true;
        //delete this; <- Don't delete FSIOLambdaRunnable on thread exit as thread can exit before constructor finishes on main thread.
}

This means we now are responsible for the lifecycle of FSIOLambdaRunnable. It is inadvisable that FSIOLambdaRunnable controls the lifecycle of both itself and its FRunnableThread. Then, when you use the FSIOLambdaRunnable you need to store the pointer to the runnable and delete it in the deconstructor, and before you use it again. (Source)

Example:

FSocketIONative::~FSocketIONative()
{
	ClearCallbacks();
	delete ConnectionThread;
}
void FSocketIONative::Connect(const FString& InAddressAndPort, const TSharedPtr<FJsonObject>& Query /*= nullptr*/, const TSharedPtr<FJsonObject>& Headers /*= nullptr*/)
{
        delete ConnectionThread;
        ConnectionThread = FSIOLambdaRunnable::RunLambdaOnBackGroundThread([&,Query, Headers]() {});
}

This technically lets the Runnable exist in memory for longer than strictly needed but will be cleaned up when FSocketIONative is removed. However, this leads to a second issue - you need to delete ConnectionThread before you re-assign it otherwise you leak memory, thus the second delete call.

This however leads to another issue - if you delete ConnectionThread from the main thread while the FSIOLambdaRunnable is still executing something you crash again! I think the fix for this would be effectively:

void FSocketIONative::Connect(const FString& InAddressAndPort, const TSharedPtr<FJsonObject>& Query /*= nullptr*/, const TSharedPtr<FJsonObject>& Headers /*= nullptr*/)
{
        if(ConnectionThread)
        {
                ConnectionThread->WaitForCompletion();
                delete ConnectionThread;
        }
        ConnectionThread = FSIOLambdaRunnable::RunLambdaOnBackGroundThread([&,Query, Headers]() {});
}

This has the disadvantage of stalling the main thread until your background thread completes which kind of defeats the purpose of a background thread, but it'd only happen if you called the function twice in a row before the existing one completed. The only other way I can think of is finding a way to safely delete a thread while it's in the middle of executing a function, but I imagine that can still leave things in a bad state.

The other solution I could think of would be to safeguard inside the code that uses FSIOLambdaRunnable, ie: It sets a "IsConnecting" bool to true and the next time you try to call Connect if it's already connecting it just early outs and warns, and then a callback on the exit of the Runnable sets IsConnecting to false once the function actually completes the first time. Then it'd be safe to just delete ConnectionThread before assigning it, since it'd never get to that code if the current ConnectionThread was still in use.

I'm opening this as an issue and not a PR to start a discussion about the best way to fix it, because I'm honestly not sure. ¯\_(ツ)_/¯

An fatal error occurs after packaging

There is nothing wrong with playing in the engine. But an fatal error occurs after packaging like this.

Fatal error:
[File:D:\Build\++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp][Line:3004]
Missing Dependency, request for SocketIOClientComponent but it hasn't been created yet.

I was only trying to connect in a clean project. 4.16 and 4.17.
So I put the plugin in a packaged folder.
Then I saw this.

Plugin 'SocketIOClient' faild to load because module 'SIOJson' could not be found.
Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.

Could you tell me the solution?

socket.io namespace

Hi,
I'm not sure, but I think the plugin is locked to the socket.io namespace, looking through the source code, I think this line is the culprit.
This could be by design, so i'd like your input.

Can't package since upgrading my project to 4.15

Hello,

First, thank you very much for this incredible work. I was not used to work with sockets, and I think you made this very easy.

I upgraded my project to 4.15 yesterday (Tmaps, finally), but since then I can't package anymore.

At first I could not even launch it, until I added EdGraphUtilities.h as suggested in your last commit,

I think it comes from socketio, as my only errors are these :

Cannot open file include: 'EdGraphUtilities.h': No such file or directory
ERROR: UBT ERROR: Failed to produce item: [...]\Plugins\socketio-client-ue4\Binaries\Win64\UE4-SIOJson.lib

Is there something I'm missing ?

I hope I won't have to go back to 4.14...

Thanks again for your great work, I hope to hear from you soon.

Socket.io crash when loading new level

Hello everyone.
Not always, but frequently the game crash because of a thread while quitting and loading a new level. I think it's the same problem or one that is similar to this one. I have a hard time to track down this bug, it also crash sometimes when we Broadcast on namespace : #55.

I think therere is a conflict when creating a new Client while the previous one is not totally destroy but not sure ?

Here are the log :

2017.09.27-07.27.46:667][579]SocketIOLog: SocketIO disconnected from namespace: /
[2017.09.27-07.27.46:667][579]SocketIOLog: namespacedisconnectcallback
[2017.09.27-07.27.46:667][579]SocketIOLog: SocketIO disconnected from namespace: /unrealclient
[2017.09.27-07.27.46:667][579]SocketIOLog: namespacedisconnectcallback
[2017.09.27-07.27.46:667][579]LogThreadingWindows:Error: Runnable thread FSIOLambdaRunnable1 crashed.
[2017.09.27-07.27.46:667][579]LogWindows:Error: === Critical error: ===
[2017.09.27-07.27.46:667][579]LogWindows:Error:
[2017.09.27-07.27.46:667][579]LogWindows:Error: Fatal error!
[2017.09.27-07.27.46:667][579]LogWindows:Error:
[2017.09.27-07.27.46:667][579]LogWindows:Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x152b7b92
[2017.09.27-07.27.46:667][579]LogWindows:Error:
[2017.09.27-07.27.46:667][579]LogWindows:Error: ERAM.exe!UE4Function_Private::TFunctionRefCaller<<lambda_0457f06d8d6d5b4ff8e33b8c797dae00>,void __cdecl(void)>::Call() [c:\users\user\desktop\unrealengine\engine\source\runtime\core\public\templates\function.h:244]
[2017.09.27-07.27.46:667][579]LogWindows:Error: HandleError re-entered.
[2017.09.27-07.27.46:667][579]LogWindows:Error: ERAM.exe!TGraphTask::ExecuteTask() [c:\users\user\desktop\unrealengine\engine\source\runtime\core\public\async\taskgraphinterfaces.h:884]
[2017.09.27-07.27.46:667][579]LogWindows:Error: ERAM.exe!FNamedTaskThread::ProcessTasksNamedThread() [c:\users\user\desktop\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:954]
[2017.09.27-07.27.46:667][579]LogWindows:Error: ERAM.exe!FNamedTaskThread::ProcessTasksUntilQuit() [c:\users\user\desktop\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:701]
[2017.09.27-07.27.46:667][579]LogWindows:Error: ERAM.exe!FTaskGraphImplementation::WaitUntilTasksComplete() [c:\users\user\desktop\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:1809]
[2017.09.27-07.27.46:667][579]LogWindows:Error: ERAM.exe!FPhysScene::WaitPhysScenes() [c:\users\user\desktop\unrealengine\engine\source\runtime\engine\private\physicsengine\physscene.cpp:1088]
[2017.09.27-07.27.46:667][579]LogWindows:Error: ERAM.exe!FPhysScene::EnsureCollisionTreeIsBuilt() [c:\users\user\desktop\unrealengine\engine\source\runtime\engine\private\physicsengine\physscene.cpp:1615]
[2017.09.27-07.27.46:667][579]LogWindows:Error: ERAM.exe!UWorld::FlushLevelStreaming() [c:\users\user\desktop\unrealengine\engine\source\runtime\engine\private\world.cpp:2919]
[2017.09.27-07.27.46:667][579]LogWindows:Error: ERAM.exe!UEngine::LoadMap() [c:\users\user\desktop\unrealengine\engine\source\runtime\engine\private\unrealengine.cpp:10263]
[2017.09.27-07.27.46:667][579]LogWindows:Error: ERAM.exe!UEngine::Browse() [c:\users\user\desktop\unrealengine\engine\source\runtime\engine\private\unrealengine.cpp:9574]
[2017.09.27-07.27.46:667][579]LogWindows:Error: ERAM.exe!UEngine::TickWorldTravel() [c:\users\user\desktop\unrealengine\engine\source\runtime\engine\private\unrealengine.cpp:9763]
[2017.09.27-07.27.46:667][579]LogWindows:Error: ERAM.exe!UGameEngine::Tick() [c:\users\user\desktop\unrealengine\engine\source\runtime\engine\private\gameengine.cpp:1129]
[2017.09.27-07.27.46:667][579]LogWindows:Error: ERAM.exe!FEngineLoop::Tick() [c:\users\user\desktop\unrealengine\engine\source\runtime\launch\private\launchengineloop.cpp:3119]
[2017.09.27-07.27.46:667][579]LogWindows:Error: ERAM.exe!GuardedMain() [c:\users\user\desktop\unrealengine\engine\source\runtime\launch\private\launch.cpp:166]
[2017.09.27-07.27.46:667][579]LogWindows:Error: ERAM.exe!GuardedMainWrapper() [c:\users\user\desktop\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
[2017.09.27-07.27.46:667][579]LogWindows:Error: ERAM.exe!WinMain() [c:\users\user\desktop\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
[2017.09.27-07.27.46:667][579]LogWindows:Error: ERAM.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
[2017.09.27-07.27.46:667][579]LogWindows:Error: KERNEL32.DLL!0x00000000E1B813D2
[2017.09.27-07.27.46:667][579]LogWindows:Error: ntdll.dll!0x00000000E23254F4
[2017.09.27-07.27.46:667][579]LogWindows:Error: ntdll.dll!0x00000000E23254F4
[2017.09.27-07.27.46:667][579]LogWindows:Error:
[2017.09.27-07.27.46:667][579]LogWindows:Error: Crash in runnable thread FSIOLambdaRunnable1
[2017.09.27-07.27.46:669][579]LogWindows: FPlatformMisc::RequestExit(1)
[2017.09.27-07.27.46:669][579]Log file closed, 09/27/17 09:27:46

Get Bool field always returns false.

image

If value is passed as
{ "isConnecting" : true }

GetBoolField returns false.

If the value is passed as a string instead
{ "isConnecting" : "true" }

then GetStringField returns "true" as expected.

io.emit

needs confirmation if io.sockets.emit() works as expected or not

OnDisconnect not getting fired and reconnect even with bShouldAutoConnect = false;

Hi, I have been using this plugin for a while and is awesome, but there are two things I cant get to work:
I successfully bind function with OnConnect:
SIOClientComponent->OnConnected.AddDynamic(this, &UfpsGameInstance::OnClientWsConnect);
where OnClientWsConnect is defined as: UFUNCTION() void OnServerWsConnect(FString SessionId);

but it doesnt work at all with OnDisconnect:
SIOClientComponent->OnDisconnected.AddDynamic(this, &UfpsGameInstance::OnClientWsDisconnect);
where OnClientWsDisconnect is defined as: UFUNCTION() void OnClientWsDisconnect(TEnumAsByte<ESIOConnectionCloseReason> Reason);

SIOClientComponent->OnSocketNamespaceDisconnected.AddDynamic(this, &UfpsGameInstance::OnClientWsDisconnect) doesnt work neither.

And no matter I set SIOClientComponent->bShouldAutoConnect = false; it keeps reconnecting when server is again available and then sends all the messages not delivered.

Can you help me?

Packaged game open map with changing server status

While changing the map in a packaged game while your server is up or down works, one case where the server status changes after you've loaded the map will still potentially crash.

Do we add a reachability test or use a stack allocated pointer which won't trigger CanaryFail?

One workaround is to set https://github.com/getnamo/socketio-client-ue4/blob/master/Source/SocketIOClient/Public/SocketIOClientComponent.h#L54 to false, but this will significantly slow down your disconnection process.

Json Object to Struct not work?

Question in title.

Steps:

  • Construct Json Object (new)
  • Decode Json from string or set string field
  • check fill by encode json - correct
  • Make empty Struct with correct fields
  • try Json Object to Struct (return true)
  • check by break struct or struct to json - values is empty

But Struct to Json works correctly

image

Any thoughts?

Linux Untested

Linux build needs basic testing to confirm it works as intended.

"As string" fails to serialize the message JSON object

Hello developers,

It seems the "As string" blueprint node is failing to convert the JSON message to string.

For all the combinations I have tried, I get the following in the output log:
LogJson: Error: Json Value of type 'Object' used as a 'String'.

Attaching the combinations that I tried and failed:
2017-11-02 13_44_05-firstpersoncharacter_
2017-11-02 13_45_36-firstpersoncharacter_

My approach was almost the same as the third image in the project's home page(https://github.com/getnamo/socketio-client-ue4):
687474703a2f2f692e696d6775722e636f6d2f76566c4e426c782e706e67

Apparently, the data format from the socket seems correct as the following blueprint works fine:
2017-11-02 13_49_50-firstpersoncharacter_

Response that I am sending from the server:

emit('connection response', {'data': 'Connected'}) where,
'connection response' is the event and
'{'data': 'Connected'}' is the JSON message

UE version: 4.17.1

Thank you.

Connect AddressAndPort

TL;DR Line 30 should be changed to if (InAddressAndPort.IsEmpty()).

I've been playing around with the plugin and I found a pretty major (1 line) bug.
The default usage for the Connect function is to use http://localhost:3000.
To do this, you check if the InAddressAndPort is not empty. Problem is, on Line 30, you use the default AddressAndPort which is hardcoded to use the above address, which is never empty.
Therefore, the plugin only connects to the default address.

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