yuhe00 / future-extensions

Unreal Engine plugin for async task programming

Geek Repo:Geek Repo

Github PK Tool:Github PK Tool

Future Extensions

SDFutureExtensions is a plugin that extends the existing TFuture and TPromise classes within the UE4 Core module to add additional features such as:

  • Continuations
  • Execution Policies
  • Cancellation

These features are heavily influenced by those found in the Parallel Patterns Library.

Requirements

  • C++14 compatible compiler (supported by UE4)
  • Unreal Engine 4.25.1 or newer
  • Automatron plugin for automated testing

Usage

  • Download the version of SDFutureExtensions that matches your engine from the releases page. You can opt to download any branch, understanding that this may be work in-progress.
  • Drop the plugin files inside Plugins/SDFutureExtensions in the desired project.

SDFutureExtensions is in BETA and no guarantees are given. See the license.

Motivation

Live service games invariably rely on one or more backend services. These services provide a large degree of functionality separated from the client that is therefore accessed in an asynchronous manner.

The concept of Futures and Promises are well established constructs for working with these asynchronous tasks. Using these constructs instead of the more traditional UE4 approach of Delegates results in considerably more readable code as well as making it more straightforward to follow the flow of control when multiple asynchronous tasks happen in a chain (or in parallel).

In addition to aiding readability, this plugin also seeks to provide an additional feature set that makes it easier to create chains of asynchronous tasks in an ergonomic and composable fashion through the use of continuations.

Roadmap

  • Continuations
  • Cancellation
  • Execution Policies
  • When_All()/When_Any() API

Key classes

  • TExpected<T>
    • A class that represents an object that either has the expected value (<T>), or an unexpected value providing associated error details. Conceptually a union consisting of a TOptional<T> and an Error.
  • Error
    • A lightweight class that represents a generic error associated with a TExpected object.
  • TExpectedPromise<T>
    • A wrapper around the existing TPromise<T> class that wraps <T> in a TExpected object.
  • TExpectedFuture<T>
    • The Future associated with a TExpectedPromise.
  • FCancellationHandle
    • Wrapper around a flag that can be used to cancel an in-flight TExpectedPromise.

Additional functionality is implemented as non-member free functions outside of the classes above.

Key concepts

Continuations

The most important addition to the existing TFuture class is the support for continuations. They are similar in nature to those described in the N3721 Proposal - Improvements to std::future and Related APIs:

In asynchronous programming, it is very common for one asynchronous operation, on completion, to invoke a second operation and pass data to it. The current C++ standard does not allow one to register a continuation to a future. With then, instead of waiting for the result, a continuation is “attached” to the asynchronous operation, which is invoked when the result is ready. Continuations registered using the then function will help to avoid blocking waits or wasting threads on polling, greatly improving the responsiveness and scalability of an application.

Key to their utility is that continuations provide a mechanism for users to use TFuture without having to call WaitFor() (and therefore block the calling thread) or IsComplete() (and therefore have to provide a polling loop).

SDFutureExtensions provides the same underlying concepts as those described in the N3721 proposal, but crucially does not use exceptions. Proposal N3721 uses exceptions to indicate errors that may have occured in antecendent Futures and propagates them descendent Futures through the continuation chain. Instead, we use the expected concept that is proposed for C++. Again, the std::expected<T, E> proposal still uses exceptions, but our version swaps that out for an Error object that is conceptually similar but without the overhead of requiring exceptions to be enabled.

Implementation details

Value-based vs Expected-based continuations

A value-based continuation is only scheduled if the antecendent TExpectedFuture was successful. A value-based continuation is defined as below, note how the continuation parameter is int as opposed to TExpected<int>:

SD::TExpectedFuture<int> FirstFuture = SD::Async([]() {
    return SD::MakeErrorExpected<int>(SD::Error(TEST_ERROR_CODE, TEST_ERROR_CONTEXT));
});
 
bool bContinuationCalled = false;
SD::TExpectedFuture<void> SecondFuture = FirstFuture.Then([&bContinuationCalled](int ExpectedResult) {
    bContinuationCalled = true;
});
 
TestFalse("Continuation has not been called", bContinuationCalled);

A expected-based continuation is scheduled regardless of the state of the antecendent future:

SD::TExpectedFuture<int> FirstFuture = SD::Async([]() {
    return SD::MakeErrorExpected<int>(SD::Error(TEST_ERROR_CODE, TEST_ERROR_CONTEXT, TEST_ERROR_INFO));
});
 
int InternalError = 0;
 
SD::TExpectedFuture<void> SecondFuture = FirstFuture.Then([&](SD::TExpected<int> ExpectedResult) {
    if (ExpectedResult.IsError())
    {
        InternalError = ExpectedResult.GetError()->GetErrorCode();
    }
});
 
TestEqual("Continuation has been called", InternalError, TEST_ERROR_CODE);

This functionality can be useful when composing multiple asynchronous calls in a chain, as you can provide a single 'catch-all' expected-based continuation after a chain of value-based continuations that only execute during normal behaviour.

Automatic Lifetime Management

A common pattern with continuations is the need to capture an object safely to use within your code block. Often this capture will require use of a weak pointer, pinning of the object to ensure validity, and returning an error if the object is no longer valid.

With automatic lifetime management, this process is handled for you, allowing for less boilerplate. The currently supported types are any UObject derived class, or any TSharedFromThis<> derived class, but this could be expanded to any type which can retrieve a weak pointer to itself. If the object cannot be pinned a result is returned in the error state with the error code of SD::Errors::ERROR_OBJECT_DESTROYED.

SD::TExpectedFuture<int32> UWidget::GetValueAsync()
{
	return Super::GetValueAsync()
		.Then(this, [this](const int32 BaseValue)
	{
		// 'this' is safe to capture and use raw
		// as it will have been checked for validity
		// before this labmda is executed
		return BaseValue * this->Multiplier;
	});
}

Execution policies

Execution policies indicate where in a multithreaded environment a continuation should execute and are specific to an individual continuation. continuations can also inherit the execution policy of their antecendent future.

Supported execution policies are:

  • Inline
    • Continuations are run on the same thread as their antecendent without scheduling
  • Thread
    • Continuations are run on a specific ENamedThread
  • ThreadPool
    • Continuations are run on the Thread Pool (FQueuedThreadPool)

Implementation details

Execution policies are implemented in terms of the underlying UE4 asynchronous systems which have different usages depending on the work being done asynchronously:

The TaskGraph is shared by many other systems in the Engine and is intended for small tasks that are very short-running, never block, and must complete as soon as possible. Launching graph tasks is very cheap as compared to starting up threads, but you must ensure that your code does not block the TaskGraph ever. In particular, you should not set up Async() functions on the TaskGraph that in turn create other Async<T>() calls or may wait on some external event.This is very important, because if all worker threads are waiting then nothing else gets done in the Engine. If your code may block or create other asynchronous calls then use Thread or ThreadPool instead.

Threads are quite expensive to create and best suited for long running tasks or tasks that may block. Operating systems generally impose limits on the number of threads that can be created, and they also slow down considerably once too many threads are alive at the same time. If you have many tasks (hundreds) or only want to maximize CPU utilization and do not care about all your tasks actually running in parallel at the same time, use ThreadPool instead.

The ThreadPool is another set of worker threads that is independent from the TaskGraph system. It allows you to queue up an arbitrary number of threads, which will then be completed one after another based on the availability of worker threads. If your tasks do not fit into either TaskGraph or Thread, then execute them here.

Within SDFutureExtensions, the above systems are used to implement the following policies:

  • Inline and Thread
    • Using the TaskGraph system to specify the specific thread to run on.
  • ThreadPool
    • Using the underlying FQueuedThreadPool system.

SDFutureExtensions does not use Threads as specified by Epic as they have a large overhead of spinning up an entire new thread, and the same outcome can be achieved using a specific NamedThread with TaskGraph.

Cancellation

Cancellation is an action that is taken on a Promise which signals that the caller no longer cares about the value that would otherwise be set on this Promise. Any continuations chained to the promise are still evaluated, but the TExpected<T> object that is passed to them is in the Cancelled state, and as such any value-based continuations will not be scheduled; Expected-based continuations will be scheduled as normal.

Implementation details

It is important to know that cancellation is an accepted race condition. If the function body for the asynchronous work is happening on a different thread there is every chance that it can be called before the cancellation has been propagated to the TExpectedPromise. Promises are only ever set once; whoever wins the race gets to set it.

This means that cancellation is best-effort cancellation and not guaranteed.

Combining Futures

There are two ways to combine multiple futures into one futures. The concepts use AND and OR and are implemented as WhenAll and WhenAny respectively.

When All

The TExpectedFuture created by this call will be considered to have successfully completed when each of the individual TExpectedFutures has completed successfully. The resulting TExpected will be templated by a TArray<T> where T is the original type of all of the tasks. Should the WhenAll fail it will hold the error of the first TExpectedFuture to fail.

Implementation details

It is important to remember that the order of the results in a successful WhenAll are not preserved. In the case of an failed WhenAll the client code can specify the failure mode Full or Fast where Full will wait for all TExpectedFutures to complete before completing where as Fast will immediately complete after the first TExpectedFuture failed. Should there be multiple errors the client code is not notified, it is recommended that each of the TExpectedFutures are captured using the Full failure mode and each TExpected<> is retrived from the captured TExpectedFutures. A similar mechanism is recommended if TExpectedFutures cannot be unified by a common result type, each TExpectedFuture should be Converted to void type and individual TExpectedFutures captured and indiviually inspected. Should no tasks be given to WhenAll it will return a successful task.

When Any

The TExpectedFuture created by this call will be considered completed when the first of the given TExpectedFutures is completed, the resulting expected will hold the value or error from that TExpected.

Implementation details

It is important to note that WhenAny will always return an error should an empty array of futures be passed.

Use case - Converting blocking code

struct FPlayerProfile
{
    FString PlayerName;
    //...
  
    FPlayerProfile ConvertFromHTTPResponse(const FString& Response);
}
 
FPlayerProfile GetPlayerProfile()
{
    //HTTP::GetPlayerProfileBlocking waits for HTTP response before returning the value
    return ConvertFromHTTPResponse(HTTPSystem::GetPlayerProfileBlocking());
}
 
//UI Scene
void UIScene_PlayerProfile::OnSceneOpen()
{
    const FPlayerProfile PlayerProfile = GetPlayerProfile();
 
    NameWidget.SetName(PlayerProfile.PlayerName);
}

Consider the code block above - if called from the main thread, this call would block while it waits for the HTTP resonse from the GetPlayerProfileBlocking() function. This function is called when a UIScene is opened, which is going to manifest in the UI 'stalling' while it waits for the data to set the appropriate widget.

Traditionally within UE4, this would be handled using a callback system (i.e. delegates) that would be triggered when the request was complete. Let's see how we can instead use TExpectedFuture to make this more ergonomic.

Performing asynchronous work

The first thing we need to do is offload the blocking call to another thread to ensure it doesn't block the main thread (ideally, you would rewrite the HTTP system to return a TExpectedFuture, but that's an exercise for the reader):

struct FPlayerProfile
{
    FString PlayerName;
    //...
  
    FPlayerProfile ConvertFromHTTPResponse(const FString& Response);
}
 
FPlayerProfile GetPlayerProfile()
{
    SD::TExpectedFuture<FString> ResponseFuture = SD::Async([](){
        //This call still blocks, but it now does so on a TaskGraph thread
        return HTTPSystem::GetPlayerProfileBlocking();
    });
 
    //Get() is provided here for illustrative purposes - it is not a part of the interface
    //as it is a blocking call.
    const FString Response = ResponseFuture.Get();
 
    return ConvertFromHTTPResponse(Response);
}
 
//UI Scene
void UIScene_PlayerProfile::OnSceneOpen()
{
    const FPlayerProfile PlayerProfile = GetPlayerProfile();
 
    NameWidget.SetName(PlayerProfile.PlayerName);
}

This is better - the blocking call to GetPlayerProfileBlocking() is now scheduled to run on the TaskGraph using SD::Async(), which is a good first step. However this code will still block as it calls .Get() - this is how TFuture works. .Get() is not exposed by the TExpectedFuture interface for purely that reason - our interface is non-blocking.

Let's see how we can remove all the blocking behaviour here using continuations.

Using continuations

The call to GetPlayerProfileBlocking() returns an TExpectedFuture, which means we can attach a continuation to it which will be run when the call completes, and will be passed the return value:

struct FPlayerProfile
{
    FString PlayerName;
    //...
  
    FPlayerProfile ConvertFromHTTPResponse(const FString& Response);
}
 
SD::TExpectedFuture<FPlayerProfile> GetPlayerProfileAsync()
{
    return SD::Async([](){
        //This call still blocks, but it now does so on a TaskGraph thread
        return HTTPSystem::GetPlayerProfileBlocking();
    }).Then([](FString HTTPResponse){
        return ConvertFromHTTPResponse(HTTPResponse);
    });
}
 
//UI Scene
void UIScene_PlayerProfile::OnSceneOpen()
{
    NameWidget.SetSpinner(true);
    GetPlayerProfileAsync().Then([this](FPlayerProfile PlayerProfileResult) {
        NameWidget.SetName(PlayerProfileResult.PlayerName);
    });
}

By moving the call to ConvertFromHTTPResponse() into a continuation, we're now able to avoid the blocking call to .Get(). However, this does mean that we've changed the function declaration to return a TExpectedFuture via the call to .Then().

Because of this, we also change the code to set NameWidget to use continuations. When the continuation 'chain' from GetPlayerProfileAsync() resolves, it will then run the continuation with the converted FPlayerProfile struct and set the widget. This is an asynchronous process, so we've called a function (SetSpinner()) before setting up the continuation so that the user knows we're in the process of retrieving the information required to set this widget.

Error handling

The call to GetPlayerProfileBlocking() is calling an external service which could return an error - this needs to be handled to ensure we have a good player experience. This is achieved using the error-handling functionality within TExpected:

struct FPlayerProfile
{
    FString PlayerName;
    //...
  
    FPlayerProfile ConvertFromHTTPResponse(const FString& Response);
}
 
SD::TExpectedFuture<FPlayerProfile> GetPlayerProfileAsync()
{
    return SD::Async([](){
        //This call still blocks, but it now does so on a TaskGraph thread
        return HTTPSystem::GetPlayerProfileBlocking();
    }).Then([](SD::TExpected<FString> HTTPResponse) {
        if(HTTPResponse.IsCompleted())
        {
            return ConvertFromHTTPResponse(*HTTPResponse);
        }
 
        return SD::Convert<FPlayerProfile>(HTTPResponse);
    });
}
 
//UI Scene
void UIScene_PlayerProfile::OnSceneOpen()
{
    NameWidget.SetSpinner(true);
    GetPlayerProfileAsync().Then([this](SD::TExpected<FPlayerProfile> PlayerProfileResult) {
        if(PlayerProfileResult.IsCompleted())
        {
            NameWidget.SetName(PlayerProfileResult.PlayerName);
        }
        else if(PlayerProfileResult.IsError())
        {
            //Assumes this function understands how to convert from a SD::Error into
            //something suitable for players to see.
            UISystem::ShowErrorDialog(PlayerProfileResult.GetError());
        }
    });
}

The continuation attached to GetPlayerProfileBlocking() has been changed to an expected-based continuation by changing the parameter from an FString to a TExpected<FString> - doing this means that the continuation will get called regardless of the state of the antecendent call.

Any errors that were potentially generated by the antecendent call will be propagated to this continuation. Because of this these errors need to be handled - it cannot be assumed that the result was successful. This is done by checking the state of the passed TExpected<FString> parameter via IsCompleted() - Convert...() is only called if true is returned. The TExpected<FString> parameter can now be dereferenced to get the contained HTTPResponse value which is known to exist as IsCompleted() returned true.

However, if IsCompleted() returns false, we can't convert the response - it's up to the programmer to determine how to handle these situations on a case-by-case basis. In this example, we call SD::Convert<...>() to pass whatever state was contained in HTTPResponse back to the caller of this function, thus propagating the error downwards for the next continuation in the chain to handle (SD::Convert is required here as we need to convert from SD::TExpected<FString> to SD::TExpected<FPlayerProfile>).

The UI code has also been modified to use an expected-based continuation - in this case that the SD::Error object contained within the unsuccessful SD::TExpected parameter is retrieved and shown to the player in an error dialog.

Cancellation

UI scenes are a good example of when to use cancellation. Cancelling an asynchronous function (either an initial function or a continuation function) does two things:

  • Sets the associated promise to the Cancelled state
  • Does not run the associated function body

For instance, in the scenario above, if the UI scene is closed before the GetPlayerProfileAsync() resolves then unexpected behaviour may occur if the continuation is run using the now closed scene. This can be fixed by cancelling the continuation so it does not get run, regardless of the state of the previous asynchronous function.

struct FPlayerProfile
{
    FString PlayerName;
    //...
  
    FPlayerProfile ConvertFromHTTPResponse(const FString& Response);
}
 
SD::TExpectedFuture<FPlayerProfile> GetPlayerProfileAsync()
{
    return SD::Async([](){
        //This call still blocks, but it now does so on a TaskGraph thread
        return HTTPSystem::GetPlayerProfileBlocking();
    }).Then([](SD::TExpected<FString> HTTPResponse) {
        if(HTTPResponse.IsCompleted())
        {
            return ConvertFromHTTPResponse(*HTTPResponse);
        }
 
        return SD::Convert<FPlayerProfile>(HTTPResponse);
    });
}
 
class UIScene_PlayerProfile
{
    //...
    void OnSceneOpen();
    void OnSceneClosed();
    //...
private:
    //...
    SD::SharedCancellationHandlePtr CancellationHandle;
}
 
//UI Scene
void UIScene_PlayerProfile::OnSceneOpen()
{
    CancellationHandle = SD::CreateCancellationHandle();
 
    NameWidget.SetSpinner(true);
    GetPlayerProfileAsync().Then([this](SD::TExpected<FPlayerProfile> PlayerProfileResult) {
        if(PlayerProfileResult.IsCompleted())
        {
            NameWidget.SetName(PlayerProfileResult.PlayerName);
        }
        else if(PlayerProfileResult.IsError())
        {
            //Assumes this function understands how to convert from a SD::Error into
            //something suitable for players to see.
            UISystem::ShowErrorDialog(PlayerProfileResult.GetError());
        }
    }, SD::FExpectedFutureOptions(CancellationHandle));
}
 
void UIScene_PlayerProfile::OnSceneClosed()
{
    if(CancellationHandle.IsValid())
    {
        CancellationHandle->Cancel();
        CancellationHandle.Reset();
    }
}

In this code snippet a FCancellationHandle is created using SD::CreateCancellationHandle() and passed to the continuation that is chained from GetPlayerProfileAsync(). UIScene_PlayerProfile::OnSceneClosed() calls Cancel() on the FCancellationHandle which will attempt to set any promises that have been associated with it to the Cancelled state (and therefore not call any associated function bodies).

In this case, if Cancel() is called before GetPlayerProfileAsync() has completed then the function body in the continuation will not be run.

Remember that cancellation is a best-effort race condition - there's no guarantee that the continuation function body will not start to be executed before the TExpectedPromise is set to the Cancelled state. This is why you should still ensure the lifetimes of captured variables is valid regardless of using cancellation.

Use case - Wrapping UE4 delegates

A common pattern associated with online-related code in UE4 is to use the Delegate system to register for callbacks when asynchronous work has completed. Wrapping such calls with SDFutureExtensions functionality can create a more ergonomic and robust API.

Take for example this sample class which does a simple session search using the IOnlineSession API:

//Header
UCLASS()
class UGameSessionFinder : public UGameInstanceSubsystem
{
	GENERATED_BODY()
public:
	UGameSessionFinder();
	void FindSessions();
private:
	void OnFindSessionsComplete(bool bWasSuccessful);

	FOnFindSessionsCompleteDelegate OnFindComplete;
	FDelegateHandle OnFindCompleteHandle;

	TSharedPtr<class FOnlineSessionSearch> SessionSearch;

	TArray<FOnlineSessionSearchResult> SearchResults;
};

//...
//Implementation
UGameSessionFinder::UGameSessionFinder()
{
	OnFindComplete = FOnFindSessionsCompleteDelegate::CreateUObject(
		this, &UGameSessionFinder::OnFindSessionsComplete);
}

void UGameSessionFinder::FindSessions()
{
	const auto OnlineSub = Online::GetSubsystem(GetWorld());
	check(OnlineSub);

	const auto Sessions = OnlineSub->GetSessionInterface();
	check(Sessions.IsValid());

	const auto LocalPlayer = GEngine->GetFirstGamePlayer(GetWorld());
	check(LocalPlayer);

 	SessionSearch = MakeShareable(new FOnlineSessionSearch());

	SessionSearch->bIsLanQuery = true;
	SessionSearch->MaxSearchResults = 20;
	SessionSearch->PingBucketSize = 500;

	SessionSearch->QuerySettings.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);

	OnFindCompleteHandle = Sessions->AddOnFindSessionsCompleteDelegate_Handle(OnFindComplete);

	Sessions->FindSessions(*LocalPlayer->GetPreferredUniqueNetId(), SessionSearch.ToSharedRef());
}

void UGameSessionFinder::OnFindSessionsComplete(bool bWasSuccessful)
{
	const auto OnlineSub = Online::GetSubsystem(GetWorld());
	check(OnlineSub);

	const auto Sessions = OnlineSub->GetSessionInterface();
	check(Sessions.IsValid());

	Sessions->ClearOnFindSessionsCompleteDelegate_Handle(OnFindCompleteHandle);

	SearchResults = SessionSearch->SearchResults;
}

This can be converted to a single non-member free function that returns a composable TExpectedFuture<...> by combining the delegate call with a TExpectedPromise<...>, as shown below:

SD::TExpectedFuture<TArray<FOnlineSessionSearchResult>> FindSessionsAsync(ULocalPlayer* ForPlayer, const FName SessionName, TSharedPtr<FOnlineSessionSearch> FindSessionsSettings)
{
	checkf(ForPlayer, TEXT("Invalid ULocalPlayer instance"));

	IOnlineSubsystem* OnlineSub = Online::GetSubsystem(ForPlayer->GetWorld());
	checkf(OnlineSub, TEXT("Failed to retrieve OnlineSubsystem"));

	IOnlineSessionPtr SessionPtr = OnlineSub->GetSessionInterface();
	checkf(SessionPtr, TEXT("Failed to retrieve IOnlineSession interface"));

    //Create a TExpectedPromise that wraps an array of search results, i.e. the same thing that the FindSession API delegate returns.
    //This is wrapped in a TSharedPtr as it's lifetime needs to be associated with the lambda delegate that sets it.
	TSharedPtr<SD::TExpectedPromise<TArray<FOnlineSessionSearchResult>>> Promise = MakeShared<SD::TExpectedPromise<TArray<FOnlineSessionSearchResult>>>();
	auto OnComplete = FOnFindSessionsCompleteDelegate::CreateLambda([Promise, FindSessionsSettings](bool Success) 
	{
		if (Success)
		{
			Promise->SetValue(FindSessionsSettings->SearchResults);
		}
		else
		{
			Promise->SetValue(SD::Error(-1, TEXT("Session search failed")));
		}
	});

    //Again our DelegateHandle is wrapped in a TSharedPtr as it's lifetime needs to be associated with the continuation attached to the TExpectedPromise above.
	TSharedPtr<FDelegateHandle> DelegateHandle = MakeShareable(new FDelegateHandle());
	*DelegateHandle = SessionPtr->AddOnFindSessionsCompleteDelegate_Handle(OnComplete);

	if (!SessionPtr->FindSessions(*ForPlayer->GetPreferredUniqueNetId(), FindSessionsSettings.ToSharedRef()))
	{
		Promise->SetValue(SD::Error(-1, FString::Printf(TEXT("Failed to find '%s' sessions."), *(SessionName.ToString()))));
	}

	TWeakPtr<IOnlineSession, ESPMode::ThreadSafe> SessionInterfaceWeak = SessionPtr;
	return Promise->GetFuture().Then([DelegateHandle, SessionInterfaceWeak](SD::TExpected<TArray<FOnlineSessionSearchResult>> ExpectedResults) {
		IOnlineSessionPtr SessionInterface = SessionInterfaceWeak.Pin();
		if (SessionInterface.IsValid())
		{
			SessionInterface->ClearOnFindSessionsCompleteDelegate_Handle(*DelegateHandle);
		}

		return ExpectedResults;
	}).Then([](TArray<FOnlineSessionSearchResult> Results) {
		return Results.FilterByPredicate([CompatibilityId, SearchType](const FOnlineSessionSearchResult& Result) {
			// Do some session filtering here based on game-specific logic.
            return true;
		});
	});
}

The return value of this function is now a TExpectedFuture that, at some point, will be fulfilled with a TArray<FOnlineSessionSearchResult> or an Error. This also means that code that calls this function can add their own continuations. With a fully asynchronous API for the common online session functions we can implement a simple quick-match solution using composition and error handling as such:

//...
TWeakObjectPtr<ULocalPlayer> WeakLocalPlayer = ForPlayer;
//Try and find a session to join, or host a session for others to join
DestroySessionAsync(ForPlayer, NAME_GameSession).Then([WeakLocalPlayer](SD::TExpected<FName>) {
    if (ULocalPlayer* LP = WeakLocalPlayer.Get())
    {
        return FindSessionsAsync(LP, NAME_GameSession);
    }
    else
    {
        return SD::MakeErrorFuture<TArray<FOnlineSessionSearchResult>>(SD::Error(...));
    }
}).Then([WeakLocalPlayer](TArray<FOnlineSessionSearchResult> SessionSearchResults) {
    if (ULocalPlayer* LP = WeakLocalPlayer.Get())
    {
        const FOnlineSessionSearchResult& SessionToJoin = SessionSearchResults.Num() > 0 ? SessionSearchResults[0] : FOnlineSessionSearchResult();

        if (SessionToJoin.IsValid())
        {
            return JoinSessionAsync(LP, NAME_GameSession, SessionToJoin);
        }
        else
        {
            return HostSessionAsync(LP, NAME_GameSession);
        }
    }
    else
    {
        return SD::MakeErrorFuture<FName>(SD::Error(...));
    }
}).Then([WeakLocalPlayer](FName TravelToSessionName) {
    if (ULocalPlayer* LP = WeakLocalPlayer.Get())
    {
        IOnlineSubsystem* OnlineSub = Online::GetSubsystem(LP->GetWorld());
        checkf(OnlineSub, TEXT("Failed to retrieve OnlineSubsystem"));

        IOnlineSessionPtr SessionPtr = OnlineSub->GetSessionInterface();
        checkf(SessionPtr, TEXT("Failed to retrieve IOnlineSession interface"));

        FNamedOnlineSession* Session = SessionPtr->GetNamedSession(TravelToSessionName);
        checkf(Session, TEXT("Failed to retrieve named session"));

        FString TravelURL = TEXT("");
        if (Session->bHosting)
        {
            FString HostMapName = TEXT("");
            if (!Session->SessionSettings.Get(SETTING_MAPNAME, HostMapName))
            {
                return SD::MakeErrorFuture<void>(SD::Error(...));
            }

            TravelURL = FString::Printf(TEXT("%s?listen"), *HostMapName);
        }
        else if (!SessionPtr->GetResolvedConnectString(TravelToSessionName, TravelURL))
        {
            return SD::MakeErrorFuture<void>(SD::Error(...));
        }

        APlayerController* PC = LP->GetPlayerController(LP->GetWorld())
        if (!PC)
        {
            return SD::MakeErrorFuture<void>(SD::Error(...));
        }

        PC->ClientTravel(TravelURL, ETravelType::TRAVEL_Absolute);
        return SD::MakeReadyFuture();
    }
    else
    {
        return SD::MakeErrorFuture<void>(SD::Error(...));
    }
}).Then([WeakLocalPlayer](SD::TExpected<void> FinalExpected) {
    if (!FinalExpected.IsCompleted())
    {
        //Handle any errors from any of the above operations
        LogError(FinalExpected);
        if (ULocalPlayer* LP = WeakLocalPlayer.Get())
        {
            DestroySessionAsync(LP, NAME_GameSession);
        }
    }
});
//...

About

Unreal Engine plugin for async task programming

License:BSD 3-Clause "New" or "Revised" License


Languages

Language:C++ 98.7%Language:C# 0.9%Language:C 0.5%