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ue4tcpsocketplugin's Issues

Set SOCKET Options in Plugin

Hi,

At the moment we are successfully using UE4TcpSocketPlugin for our project, but we are finding that occasionally sockets that have been disconnected 'stay around' for re-use.

There doesn't currently seem to be any way to access and set the options for a Socket provided by UE4TcpSocketPlugin - this would be useful, for example, to be able to specify SO_SOCKREUSEADDR and keep alive options, if it were exposed somehow.

UE4 Crash when executing the game.

After including the blueprint of TCP and configuring it, i added the actor class to the map and executed the game.
Tested on Mac OSx Mojave.

Got this error:

LoginId:54562fdb2946725f9f92298254bd5106
EpicAccountId:f978cfe6ac344527a1308e573316ce83

Caught signal

FTcpSocketDisconnectDelegate::ExecuteIfBound(int) const Address = 0x1610183d1 (filename not found) [in UE4Editor-TcpSocketPlugin.dylib]
TGraphTask<FAsyncGraphTask>::ExecuteTask(TArray<FBaseGraphTask*, FDefaultAllocator>&, ENamedThreads::Type) Address = 0x10f9d000e (filename not found) [in UE4Editor-Core.dylib]
FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x10f9bbfbc (filename not found) [in UE4Editor-Core.dylib]
FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x10f9bb153 (filename not found) [in UE4Editor-Core.dylib]
FTaskGraphImplementation::WaitUntilTasksComplete(TArray<TRefCountPtr<FGraphEvent>, TInlineAllocator<4u, FDefaultAllocator> > const&, ENamedThreads::Type) Address = 0x10f9b8b2f (filename not found) [in UE4Editor-Core.dylib]
FTickTaskSequencer::ReleaseTickGroup(ETickingGroup, bool) Address = 0x1168561fe (filename not found) [in UE4Editor-Engine.dylib]
FTickTaskManager::RunTickGroup(ETickingGroup, bool) Address = 0x11684f928 (filename not found) [in UE4Editor-Engine.dylib]
UWorld::Tick(ELevelTick, float) Address = 0x115f2f347 (filename not found) [in UE4Editor-Engine.dylib]
UEditorEngine::Tick(float, bool) Address = 0x11b03f127 (filename not found) [in UE4Editor-UnrealEd.dylib]
UUnrealEdEngine::Tick(float, bool) Address = 0x11ba35c18 (filename not found) [in UE4Editor-UnrealEd.dylib]
FEngineLoop::Tick() Address = 0x10f8bed54 (filename not found) [in UE4Editor]
GuardedMain(wchar_t const*) Address = 0x10f8c8b48 (filename not found) [in UE4Editor]
-[UE4AppDelegate runGameThread:] Address = 0x10f8d2c8e (filename not found) [in UE4Editor]
-[FCocoaGameThread main] Address = 0x10fb34841 (filename not found) [in UE4Editor-Core.dylib]
Unknown() Address = 0x7fff415456d2 (filename not found) [in Foundation]
_pthread_body Address = 0x7fff6b40e2eb (filename not found) [in libsystem_pthread.dylib]
_pthread_start Address = 0x7fff6b411249 (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff6b40d40d (filename not found) [in libsystem_pthread.dylib]

Binaries folder consume lots of memory

image
Hi, I have a question regarding the plugin. When I use it, it will generate lots of .pdb files and it consume lots of memory in my disk.
image
I don't know if the pdb files was necessary for the plugin.

5.2

Update to 5.2 is required please.

Received message data is not returned as complete

Hi!

I setup a basic connection with reference image and sent some data from other working application to Unreal. Wireshark sees that data was sent correctly as following (hex):
00 01 00 00 00 06 01 03 04 E8 00 01 83

So excepted return Message is 13 items with following values:
0,1,0,0,0,6,1,3,4,232,0,1,131

But for some reason Unreal side seem to only get 9 items into the message:
image

Is the ReadFromInbox() function "skipping" something when receiving data or something else happening here?

UE5.0 compatibility

Is it possible to make it compatible with UE5.0 by changing EngineVersion:"5.0.0" ? Or will it require a lot of work ?

Header or queries parameters

Hi, thanks for the work done. Please add а header or queries parameters for the connection string in the form of a key and value or a map to exclude the same headers, for example: 192.168.1.100:4565?apikey=vvalvalvllvogvoa&token=hdshsbdshszgjddcb

Error When Using With HoloLens Project

Receiving Error: Missing precompiled manifest for 'TcpSocketPlugin'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in TcpSocketPlugin.build.cs to override. When packing with HoloLens project. The compiler suggested solution does not work.

Connecting with my custom TCP server

Hi. I have my own custom server using Toemsel's c# library: https://github.com/Toemsel/Network
I am connecting to it using your plugin and the connection is successful. Although I am confused about how to do data communication? Because Toemsel's library uses packet classes for it. Could you guide me to a path to follow to achieve that? I don't need a lot of complications. Just send some string/int values after the connection is established.

Thanx

An explicit Category specifier is required

Hello, have 4.24 pure UE and create c++ class from TcpSocketConnection, on compilation getting this error:

Running Mono...
Running bundled mono, version: Mono JIT compiler version 5.16.0.220 (2018-06/bb3ae37d71a Fri Nov 16 17:12:11 EST 2018)
/Users/Shared/Epic Games/UE_4.24/Engine /Users/Shared/Epic Games/UE_4.24/Engine/Binaries/Mac
Creating makefile for MuTCPEditor (no existing makefile)
Parsing headers for MuTCPEditor
  Running UnrealHeaderTool "/Users/tocher/Documents/Unreal Projects/MuTCP/MuTCP.uproject" "/Users/tocher/Documents/Unreal Projects/MuTCP/Intermediate/Build/Mac/MuTCPEditor/Development/MuTCPEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
/Users/Shared/Epic Games/UE_4.24/Engine/Plugins/Marketplace/TcpSocketPlugin/Source/TcpSocketPlugin/Public/TcpSocketConnection.h(107) : LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.

Failing to connect to server

Hello, I am fairly new to web socket, I just had a quick question on what I may be doing incorrect. I have a Microcontroller creating a DNS server and plug in the corresponding params into the connect blueprint but am not able to establish a connection to the the server.
image

Any help would be great. Thanks!

Messages being joined

Our team have noticed messages received in quick succession are being joined together. We thought maybe it was being caused by the Nagle algorithm but disabling this did not help. Any ideas would be greatly appreciated, thanks!

Why inherit from actor?

Hi,

First of all, thanks for this plugin, it works perfectly fine and has been very useful for us.

I'm just wondering why you chose to inherit from AActor instead of UActorComponent (or USceneComponent)? For my point of view, it's much more modular to have such features as components, that way you can have multiple TCP connection per actor, or add such components to custom classes which can't inherit from ATcpSocketConnection (e.g. controllers). You could also make a proxy actor that would have the same interface as the existing ATcpSocketConnection, but would forward everything to its TCP component.

Anyway, I think I'll try to do that, but I'm wondering if a) there's a good reason against it that I didn't see and b) you'd be interested in a PR once that's done.

Bertrand

About TCP server api

hi bro,I am finding the tcp server api for a while,Is there one?I hope the documentation have a client & server example for quick use.

ConnectionId has bug?

if now has 2 workers
then I do Connect
ConnectionId = TcpWorkers.Num();
as the code above, the new connection id will be 2
now we has 3 workers total
then I do Disconnect(1)
the total workers revert to 2 again
if I do Connect again, the new connection id will be 2 again and repeat?

Connection problem

I use ue5.3

my errors

LogTemp: Log: Starting Tcp socket thread.
LogTemp: Log: Couldn't connect to server. TcpSocketConnection.cpp: line 411
LogTemp: Log: Tcp socket thread was destroyed.

ip 127.0.0.1
port 3457

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