CQTSOG Development In C - CreoDAMO/CQTSOG-MMORPG GitHub Wiki

Comprehensive Build Guide for Developing CryptoQuest: The Shards of Genesis (CQTSOG) MMORPG

This comprehensive build guide will walk you through developing the CryptoQuest MMORPG, focusing on integrating multiplayer game functionality, advanced smart contract interactions, and transitioning the front-end to C++ for a seamless and highly optimized experience.

Part 1: Multiplayer Game Setup in Unreal Engine

Step 1: Enable Online Subsystem

  1. Open your Unreal Engine project.
  2. Enable the Online Subsystem:
    • Navigate to Edit -> Plugins.
    • In the Plugins window, search for "Online Subsystem" and enable it if it's not already enabled. Restart the editor if prompted.

Step 2: Create a Game Session Manager

  1. Create a C++ Class for GameSessionManager:

    • Go to File -> New C++ Class.
    • Select Actor as the parent class and name it GameSessionManager.
  2. Add Necessary Components and Functions:

    • Open GameSessionManager.h and add the following components and functions:
      #pragma once
      
      #include "CoreMinimal.h"
      #include "GameFramework/Actor.h"
      #include "GameSessionManager.generated.h"
      
      UCLASS()
      class YOURGAME_API AGameSessionManager : public AActor
      {
          GENERATED_BODY()
      
      public:
          AGameSessionManager();
      
          UFUNCTION(BlueprintCallable, Category = "Session")
          void StartNewSession();
      
          UFUNCTION(BlueprintCallable, Category = "Session")
          void FindSessions();
      
          UFUNCTION(BlueprintCallable, Category = "Session")
          void JoinSession();
      
      protected:
          virtual void BeginPlay() override;
      };
  3. Implement Session Management Logic:

    • Open GameSessionManager.cpp and implement the session management functions:
      #include "GameSessionManager.h"
      #include "OnlineSubsystem.h"
      #include "OnlineSessionSettings.h"
      
      AGameSessionManager::AGameSessionManager()
      {
          PrimaryActorTick.bCanEverTick = true;
      }
      
      void AGameSessionManager::BeginPlay()
      {
          Super::BeginPlay();
      }
      
      void AGameSessionManager::StartNewSession()
      {
          IOnlineSubsystem* OnlineSubsystem = IOnlineSubsystem::Get();
          if (OnlineSubsystem)
          {
              IOnlineSessionPtr Sessions = OnlineSubsystem->GetSessionInterface();
              if (Sessions.IsValid())
              {
                  FOnlineSessionSettings SessionSettings;
                  SessionSettings.bIsLANMatch = true;
                  SessionSettings.NumPublicConnections = 4;
                  SessionSettings.bShouldAdvertise = true;
                  Sessions->CreateSession(0, NAME_GameSession, SessionSettings);
              }
          }
      }
      
      void AGameSessionManager::FindSessions()
      {
          IOnlineSubsystem* OnlineSubsystem = IOnlineSubsystem::Get();
          if (OnlineSubsystem)
          {
              IOnlineSessionPtr Sessions = OnlineSubsystem->GetSessionInterface();
              if (Sessions.IsValid())
              {
                  FOnlineSessionSearchPtr SearchSettings = MakeShareable(new FOnlineSessionSearch());
                  SearchSettings->bIsLanQuery = true;
                  Sessions->FindSessions(0, SearchSettings.ToSharedRef());
              }
          }
      }
      
      void AGameSessionManager::JoinSession()
      {
          IOnlineSubsystem* OnlineSubsystem = IOnlineSubsystem::Get();
          if (OnlineSubsystem)
          {
              IOnlineSessionPtr Sessions = OnlineSubsystem->GetSessionInterface();
              if (Sessions.IsValid())
              {
                  FOnlineSessionSearchResult SearchResult;
                  Sessions->JoinSession(0, NAME_GameSession, SearchResult);
              }
          }
      }

Step 3: Implement Multiplayer Logic

  1. Create a MultiplayerGameManager C++ Class:

    • Create another C++ class named MultiplayerGameManager, derived from AActor.
  2. Add Components and Functions:

    • In MultiplayerGameManager.h:
      #pragma once
      
      #include "CoreMinimal.h"
      #include "GameFramework/Actor.h"
      #include "MultiplayerGameManager.generated.h"
      
      UCLASS()
      class YOURGAME_API AMultiplayerGameManager : public AActor
      {
          GENERATED_BODY()
      
      public:
          AMultiplayerGameManager();
      
      protected:
          virtual void BeginPlay() override;
      };
  3. Implement Multiplayer Logic:

    • In MultiplayerGameManager.cpp:
      #include "MultiplayerGameManager.h"
      
      AMultiplayerGameManager::AMultiplayerGameManager()
      {
          PrimaryActorTick.bCanEverTick = true;
      }
      
      void AMultiplayerGameManager::BeginPlay()
      {
          Super::BeginPlay();
      }

Step 4: Connect Game Session and Multiplayer Logic

  1. Add a Reference to MultiplayerGameManager in GameSessionManager:

    • Update GameSessionManager.h to include a reference to MultiplayerGameManager:
      private:
          AMultiplayerGameManager* MultiplayerManager;
  2. Initialize MultiplayerManager in GameSessionManager.cpp:

    • In BeginPlay:
      MultiplayerManager = GetWorld()->SpawnActor<AMultiplayerGameManager>(AMultiplayerGameManager::StaticClass());

Step 5: Test and Debug

  1. Compile and Launch the Project:

    • Compile your project and launch it in standalone or dedicated server mode.
  2. Test Multiplayer Functionality:

    • Test the multiplayer functionality by joining sessions from multiple instances of the game. Monitor logs and debug any issues.

Part 2: Smart Contract Interaction in C++ Front-End DApp

Step 1: Setup C++ Class for Smart Contract Interaction

  1. Create a C++ class to handle interactions with smart contracts:
    • Create SmartContractInterface.h:

      #include <web3cpp.h>
      
      class SmartContractInterface {
      public:
          SmartContractInterface(const std::string& provider, const std::string& contractAddress, const std::string& abi);
          std::string callMethod(const std::string& method, const Json::Value& params);
      private:
          Web3Client client;
          Contract contract;
      };
    • Create SmartContractInterface.cpp:

      #include "SmartContractInterface.h"
      
      SmartContractInterface::SmartContractInterface(const std::string& provider, const std::string& contractAddress, const std::string& abi)
          : client(provider), contract(client.loadContract(abi, contractAddress)) {}
      
      std::string SmartContractInterface::callMethod(const std::string& method, const Json::Value& params) {
          return contract.call(method, params);
      }

Step 2: Integrate with Frontend

  1. Use Qt for the frontend:

    • Create MainWindow.h:

      #include <QWidget>
      #include "SmartContractInterface.h"
      
      class MainWindow : public QWidget {
          Q_OBJECT
      
      public:
          MainWindow(QWidget *parent = 0);
      
      private:
          SmartContractInterface contractInterface;
      };
    • Create MainWindow.cpp:

      #include "MainWindow.h"
      
      MainWindow::MainWindow(QWidget *parent)
          : QWidget(parent), contractInterface("http://localhost:8545", "0xYourContractAddress", "YourContractABI") {
          // Setup UI and connect signals to contract methods
      }
    • Create main.cpp:

      #include <QApplication>
      #include "MainWindow.h"
      
      int main(int argc, char *argv[]) {
          QApplication app(argc, argv);
          MainWindow window;
          window.show();
          return app.exec();
      }
  2. Build and Run the Application:

    qmake && make
    ./CryptoQuestMMORPG

Step 3: Extend to Multiple Contracts

  1. Extend SmartContractInterface to handle multiple contracts:

    • Create SmartContractManager.h:

      #include <map>
      #include <web3cpp.h>
      
      class SmartContractManager {
      public:
          SmartContractManager(const std::string& provider);
          void addContract(const std::string& name, const std::string& address, const std::string& abi);
          std::string callMethod(const std::string& name, const std::string& method, const Json::Value& params);
      private:
          Web3Client client;
          std::map<std::string, Contract> contracts;
      };
    • Create SmartContractManager.cpp:

      #include "SmartContractManager.h"
      
      SmartContractManager::SmartContractManager(const std::string& provider) : client(provider) {}
      
      void SmartContractManager::addContract(const std::string& name, const std::string& address, const std::string& abi) {
          contracts[name] = client.loadContract(abi, address);
      }
      
      std::string SmartContractManager::callMethod(const std::string& name, const std::string& method, const Json::Value& params) {
          return contracts[name].call(method, params);
      }
  2. Integrate SmartContractManager with the frontend:

    • Update MainWindow.h:
      #include <QWidget>
      #include "Smart
      

ContractManager.h"

 class MainWindow : public QWidget {
     Q_OBJECT

 public:
     MainWindow(QWidget *parent = 0);

 private:
     SmartContractManager contractManager;
 };
 ```
  • Update MainWindow.cpp:
    #include "MainWindow.h"
    
    MainWindow::MainWindow(QWidget *parent)
        : QWidget(parent), contractManager("http://localhost:8545") {
        contractManager.addContract("Token", "0xTokenContractAddress", "TokenContractABI");
        contractManager.addContract("GameLogic", "0xGameLogicContractAddress", "GameLogicContractABI");
        // Setup UI and connect signals to contract methods
    }

Part 3: Transition from React+Vite to C++ Front-End DApp

Step 1: Backup and Preparation

  1. Create a Backup:

    cp -r /path-to-your-project /path-to-your-project-backup
  2. Check Dependencies:

    • Make a list of dependencies used in the current React+Vite project.
    • Identify the functionalities you need to replicate or retain in the C++ version.

Step 2: Remove the React+Vite Build

  1. Remove React and Vite Specific Files:

    rm -rf src public node_modules package.json vite.config.js
  2. Uninstall Node.js and NPM (if no longer needed):

    sudo apt-get remove --purge nodejs npm

Step 3: Set Up the C++ Front-End

  1. Install Necessary C++ Dependencies:

    • Install Qt if you're using it for the UI:
      sudo apt-get install qt5-default
  2. Create a New C++ Project Structure:

    • Create directories for your new C++ project:
      mkdir -p /path-to-your-project/src /path-to-your-project/include
  3. Create C++ Source Files:

    • Set up your main application file, UI components, and smart contract interface classes as described previously.

Step 4: Integrate with Existing Backend (if needed)

  1. Check Backend Compatibility:

    • Ensure that your existing backend (if it interacts with the front-end) is compatible with the new C++ front-end.
  2. Adjust Backend Endpoints:

    • Modify backend endpoints if needed to align with the new front-end requests.

Step 5: Build and Test the C++ Front-End

  1. Write the C++ Code:

    • Implement the UI and smart contract interactions as outlined in the earlier steps.
  2. Compile and Run:

    • Use qmake or cmake to compile the project:
      qmake && make
      ./YourAppName
  3. Test Thoroughly:

    • Ensure all functionalities from the previous React+Vite setup are available and working in the new C++ front-end.

Enhancing Build Design

Multi-Chain Integration

  1. Polkadot and Cosmos for Interoperability:
    • Polkadot: Use the Substrate framework to build a parachain that connects to the Polkadot relay chain.

      use substrate_node_template_runtime::{opaque::Block, RuntimeApi};
      use sc_service::{Configuration, error::Error as ServiceError};
      use sc_consensus_aura::sr25519::AuthorityPair as AuraPair;
      
      fn new_full_base(config: Configuration) -> Result<TaskManager, ServiceError> {
          // Initialization code for a Substrate-based parachain
      }
    • Cosmos: Implement the Inter-Blockchain Communication (IBC) protocol to enable asset transfers across Cosmos SDK-based blockchains.

      import (
          "github.com/cosmos/cosmos-sdk/baseapp"
          "github.com/cosmos/cosmos-sdk/x/bank"
          "github.com/cosmos/cosmos-sdk/x/ibc"
      )
      
      func NewApp(...) *App {
          // Setup IBC and bank modules
      }

Sustainable Blockchain Solutions

  1. Immutable X for Eco-Friendly NFTs:
    • Utilize Immutable X’s Layer 2 scaling solution for NFT minting and transfers.
      import { ImmutableXClient } from '@imtbl/imx-sdk';
      
      const client = new ImmutableXClient('YOUR_API_KEY');
      
      async function mintNFT() {
          const mintResponse = await client.mint({
              tokenAddress: '0xYourNFTContractAddress',
              user: '0xUserAddress',
              metadata: { ... }
          });
          console.log(mintResponse);
      }

Implementing MVVM with Qt

  1. Example:
    // Model
    class DataModel : public QObject {
        Q_OBJECT
        Q_PROPERTY(QString data READ data WRITE setData NOTIFY dataChanged)
    
    public:
        QString data() const { return m_data; }
        void setData(const QString &data) { 
            if (data != m_data) {
                m_data = data;
                emit dataChanged();
            }
        }
    
    signals:
        void dataChanged();
    
    private:
        QString m_data;
    };
    
    // ViewModel
    class ViewModel : public QObject {
        Q_OBJECT
    
    public:
        ViewModel(DataModel *model, QObject *parent = nullptr) : QObject(parent), m_model(model) {
            connect(m_model, &DataModel::dataChanged, this, &ViewModel::onDataChanged);
        }
    
    private slots:
        void onDataChanged() {
            // Handle data changes
        }
    
    private:
        DataModel *m_model;
    };

Containerizing Builds with Docker

  1. Dockerfile:

    FROM ubuntu:20.04
    
    RUN apt-get update && apt-get install -y \
        build-essential \
        qt5-default \
        && rm -rf /var/lib/apt/lists/*
    
    WORKDIR /app
    COPY . /app
    
    RUN qmake && make
    
    CMD ["./YourAppName"]
  2. Build and Run:

    docker build -t cryptoquest-app .
    docker run -it --rm cryptoquest-app

Optimizing Multiplayer Performance

Data-Oriented Design with ECS

  1. Example with EnTT:
    #include <entt/entt.hpp>
    
    struct Position { float x, y; };
    struct Velocity { float dx, dy; };
    
    entt::registry registry;
    auto entity = registry.create();
    registry.emplace<Position>(entity, 0.f, 0.f);
    registry.emplace<Velocity>(entity, 1.f, 1.f);
    
    auto view = registry.view<Position, Velocity>();
    view.each([](auto &pos, auto &vel) {
        pos.x += vel.dx;
        pos.y += vel.dy;
    });

Trustless Synchronization with Ethereum

  1. State Synchronization:
    pragma solidity ^0.8.0;
    
    contract GameState {
        mapping(address => uint256) public playerScores;
    
        function updateScore(address player, uint256 score) public {
            playerScores[player] = score;
        }
    
        function getScore(address player) public view returns (uint256) {
            return playerScores[player];
        }
    }

Enhancing UX

Responsive Layouts via CSS Grid/Flexbox

  1. Using QML for Responsive Design:
    GridLayout {
        columns: 2
        RowLayout {
            Label { text: "Name" }
            TextField { id: nameField }
        }
        RowLayout {
            Label { text: "Age" }
            TextField { id: ageField }
        }
    }

Integrated Wallets via WalletConnect

  1. WalletConnect Integration:
    import WalletConnectProvider from "@walletconnect/web3-provider";
    
    const provider = new WalletConnectProvider({
        infuraId: "YOUR_INFURA_ID",
    });
    
    await provider.enable();

Utilizing WebGPU/Canvas2D

  1. WebGPU/Canvas2D for Graphics:
    // Implement WebGPU/Canvas2D in C++ (details will depend on specific requirements and libraries used)

Modding Support

  1. Modding API:
    // Define hooks in your game logic
    class GameModding {
    public:
        virtual void onPlayerJoin(Player &player) = 0;
        virtual void onGameStart() = 0;
    };
    
    // Allow mods to register with the game engine
    std::vector<GameModding*> mods;
    void registerMod(GameModding* mod) {
        mods.push_back(mod);
    }

ReplayKit for Streaming

  1. Integrating ReplayKit:
    // Objective-C/Swift example for iOS ReplayKit
    import ReplayKit
    
    class GameViewController: UIViewController, RPScreenRecorderDelegate {
        func startRecording() {
            let recorder = RPScreenRecorder.shared()
            recorder.delegate = self
            recorder.startRecording { (error) in
                if let error = error {
                    print("Error starting recording: \(error.localizedDescription)")
                }
            }
        }
    }

Conclusion

By following this comprehensive build guide, integrating advanced features and patterns, and incorporating enhancements, you

can develop a highly optimized, scalable, and future-proof blockchain-based MMORPG experience for CryptoQuest. This guide ensures the game remains at the forefront of innovation, attracting both players and investors alike.

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