CQTSOG Development In C - CreoDAMO/CQTSOG-MMORPG GitHub Wiki
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.
- Open your Unreal Engine project.
-
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.
-
Create a C++ Class for
GameSessionManager
:- Go to File -> New C++ Class.
- Select Actor as the parent class and name it
GameSessionManager
.
-
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; };
- Open
-
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); } } }
- Open
-
Create a
MultiplayerGameManager
C++ Class:- Create another C++ class named
MultiplayerGameManager
, derived fromAActor
.
- Create another C++ class named
-
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; };
- In
-
Implement Multiplayer Logic:
- In
MultiplayerGameManager.cpp
:#include "MultiplayerGameManager.h" AMultiplayerGameManager::AMultiplayerGameManager() { PrimaryActorTick.bCanEverTick = true; } void AMultiplayerGameManager::BeginPlay() { Super::BeginPlay(); }
- In
-
Add a Reference to
MultiplayerGameManager
inGameSessionManager
:- Update
GameSessionManager.h
to include a reference toMultiplayerGameManager
:private: AMultiplayerGameManager* MultiplayerManager;
- Update
-
Initialize
MultiplayerManager
inGameSessionManager.cpp
:- In
BeginPlay
:MultiplayerManager = GetWorld()->SpawnActor<AMultiplayerGameManager>(AMultiplayerGameManager::StaticClass());
- In
-
Compile and Launch the Project:
- Compile your project and launch it in standalone or dedicated server mode.
-
Test Multiplayer Functionality:
- Test the multiplayer functionality by joining sessions from multiple instances of the game. Monitor logs and debug any issues.
-
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); }
-
-
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(); }
-
-
Build and Run the Application:
qmake && make ./CryptoQuestMMORPG
-
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); }
-
-
Integrate
SmartContractManager
with the frontend:- Update
MainWindow.h
:#include <QWidget> #include "Smart
- Update
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 }
-
Create a Backup:
cp -r /path-to-your-project /path-to-your-project-backup
-
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.
-
Remove React and Vite Specific Files:
rm -rf src public node_modules package.json vite.config.js
-
Uninstall Node.js and NPM (if no longer needed):
sudo apt-get remove --purge nodejs npm
-
Install Necessary C++ Dependencies:
- Install Qt if you're using it for the UI:
sudo apt-get install qt5-default
- Install Qt if you're using it for the UI:
-
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
- Create directories for your new C++ project:
-
Create C++ Source Files:
- Set up your main application file, UI components, and smart contract interface classes as described previously.
-
Check Backend Compatibility:
- Ensure that your existing backend (if it interacts with the front-end) is compatible with the new C++ front-end.
-
Adjust Backend Endpoints:
- Modify backend endpoints if needed to align with the new front-end requests.
-
Write the C++ Code:
- Implement the UI and smart contract interactions as outlined in the earlier steps.
-
Compile and Run:
- Use qmake or cmake to compile the project:
qmake && make ./YourAppName
- Use qmake or cmake to compile the project:
-
Test Thoroughly:
- Ensure all functionalities from the previous React+Vite setup are available and working in the new C++ front-end.
-
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 }
-
-
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); }
- Utilize Immutable X’s Layer 2 scaling solution for NFT minting and transfers.
-
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; };
-
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"]
-
Build and Run:
docker build -t cryptoquest-app . docker run -it --rm cryptoquest-app
-
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; });
-
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]; } }
-
Using QML for Responsive Design:
GridLayout { columns: 2 RowLayout { Label { text: "Name" } TextField { id: nameField } } RowLayout { Label { text: "Age" } TextField { id: ageField } } }
-
WalletConnect Integration:
import WalletConnectProvider from "@walletconnect/web3-provider"; const provider = new WalletConnectProvider({ infuraId: "YOUR_INFURA_ID", }); await provider.enable();
-
WebGPU/Canvas2D for Graphics:
// Implement WebGPU/Canvas2D in C++ (details will depend on specific requirements and libraries used)
-
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); }
-
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)") } } } }
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.