【UE5 C++课程系列笔记】35——HTTP基础——HTTP客户端异步请求API接口并解析响应的JSON

目录

前言

步骤

一、 搭建异步蓝图节点框架

二、异步蓝图节点嵌入到引擎的执行流程

三、获取本地时间并异步返回

四、获取网络时间并异步返回

五、源码


前言

本文以请求网络/本地时间API为例,介绍如何实现HTTP异步请求。

步骤

一、 搭建异步蓝图节点框架

1. 在“xxx.Build.cs”中添加“HTTP”模块 

2. 新建一个空白C++类

添加反射

按UE规范命名

让创建的C++类继承自 UBlueprintAsyncActionBase 类

添加元数据标签,替代默认执行引脚

定义一个枚举类型 ESampleNetTimeType,包含TaoBao 和 Local枚举值,分别代表淘宝时间和本地时间。

定义一个蓝图可调用的静态函数 SampleHttpTimeAsyncAction,该静态函数接受一个 UObject* 类型的世界上下文对象和一个 ESampleNetTimeType 枚举类型的参数,返回值是一个指向 USampleHttpTime 类对象的指针。

编译后可以看到此时蓝图节点 SampleHttpTimeAsyncAction,如下所示,该节点已经隐藏了默认的Then执行引脚

在添加自定义输出引脚之前,需要先申明一个动态多播。其中bResult表示请求是否成功;Message用于传递错误信息或者成功提示;RespInfo是一个结构体,用于传递网络时间响应的详细信息。

定义三个可在蓝图中赋值的动态多播委托:ThenOnSuccess 和 OnFail,分别用于在操作执行后、操作成功和操作失败时触发

此时运行可以看到蓝图节点 SampleHttpTimeAsyncAction,如下所示:

二、异步蓝图节点嵌入到引擎的执行流程

1. 定义成员变量:AsyncID 用于唯一标识异步操作,NetTimeType 用于存储网络时间类型,默认值为 ESampleNetTimeType::Local

构造函数传入初始化对象所需的各种信息

通过 Super(ObjectInitializer),将接收到的 FObjectInitializer 参数传递给基类的构造函数,以确保基类也能正确初始化

继续实现 SampleHttpTimeAsyncAction 静态函数,该函数创建一个 USampleHttpTime 对象,并设置其网络时间类型。RegisterWithGameInstance 函数用于将该异步操作对象注册到游戏实例中,确保其生命周期与游戏实例同步

在创建USampleHttpTime 对象后,“UBlueprintAsyncActionBase”类的“Activate”方法将被调用。接下来重写“UBlueprintAsyncActionBase”类的“Activate”方法

先调用父类的激活逻辑,然后在游戏线程上异步执行 Activate_Internal 方法,最后广播一个事件通知异步任务已经启动,需要等待完成。 

此时运行如下:

此时当异步任务执行完毕后,我们希望“SampleHttpTimeAsyncAction”的“On Success”/“On Fail”引脚执行输出,需要继续在“Activate_Internal”函数中补充异步任务内容。

三、获取本地时间并异步返回

        补充函数“Activate_Internal”实现如下,依据 NetTimeType 的值来确定是从网络获取时间,还是使用本地时间。若从网络获取时间,会设置相应的网络时间服务器 URL;若使用本地时间,则获取当前本地时间和 UTC 时间赋值给结构体“RespInfo”,并调用成功回调函数“CallOnSuccess”将“RespInfo”传递出去,最后释放资源。

函数“CallOnSuccess”、“CallOnFaild”、“RealeaseResources”定义和实现如下。其中:

        “CallOnSuccess”函数的作用是在操作成功时,将成功的相关信息(异步任务 ID、结果状态、消息和时间响应信息)广播给所有绑定到 OnSuccess 委托的函数。

        “CallOnFaild”函数的作用是在操作失败时,将失败的相关信息(异步任务 ID、结果状态、消息和时间响应信息)广播给所有绑定到 OnFail 委托的函数。

        “RealeaseResources”函数的作用是释放 USampleHttpTime 对象占用的资源,具体包括清除委托绑定和标记对象为可销毁状态。其中, Clear 方法会移除所有绑定到 Then 委托的函数,释放委托占用的资源; SetReadyToDestroy 方法,将 USampleHttpTime 对象标记为可销毁状态,引擎会在合适的时候销毁该对象,释放占用的内存和其他资源。

结构体“RespInfo”定义如下

选择本地时间

打印返回的北京时间和UTC时间

此时打印结果如下,可以看到成功打印时间信息

四、获取网络时间并异步返回

获取网络时间的api接口地址:https://acs.m.taobao.com/gw/mtop.common.getTimestamp/

响应信息如下:

{
  "api": "mtop.common.getTimestamp",
  "v": "*",
  "ret": [
    "SUCCESS::接口调用成功"
  ],
  "data": {
    "t": "1744101991020"
  }
}

导入所需头文件

实现发送HTTP请求的函数如下,需要设置请求的 URL、请求方法、请求头和请求体内容,当 HTTP 请求完成后执行回调函数“OnHttpRespReceived”。

定义返回时间信息的结构体 

定义嵌套的结构体

实现接收HTTP响应的函数“OnHttpRespReceived”如下,如果请求和响应成功,就会解析响应中的 JSON 数据,提取时间戳并转换为 UTC 时间和北京时间,然后通过函数“CallOnSuccess”通知请求成功。

在蓝图中改使用网络api接口

此时运行就可以获取到网络返回的时间了

五、源码

SampleHttpTime.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"

#include "Interfaces/IHttpRequest.h"
#include "HttpModule.h"
#include "Interfaces/IHttpResponse.h"

#include "Kismet/BlueprintAsyncActionBase.h"

#include "SampleHttpTime.generated.h"

UENUM(BlueprintType)
enum class ESampleNetTimeType :uint8
{
	TaoBao UMETA(DisplayName = "TaobaoTimeAPI"),
	Local UMETA(DisplayName = "LocalTimeAPI"),
	MaxNum UMETA(Hidden)
};

USTRUCT(BlueprintType)
struct STUDY_API FNetTimeRespDataInfo
{
	GENERATED_BODY()
public:
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "NetTime")
	FString t = TEXT("");
};

USTRUCT(BlueprintType)
struct STUDY_API FSampleNetTimeRespMessage
{
	GENERATED_BODY()
public:
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "NetTime")
	FString api = TEXT("");

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "NetTime")
	FString v = TEXT("");

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "NetTime")
	TArray<FString> ret;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "NetTime")
	FNetTimeRespDataInfo data;
};

USTRUCT(BlueprintType)
struct STUDY_API FSampleNetTimeRespInfo
{
	GENERATED_BODY()
public:
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="NetTime")
	FDateTime BeijingDateTime = FDateTime();

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "NetTime")
	FDateTime UTCDateTime = FDateTime();

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "NetTime")
	FSampleNetTimeRespMessage RespMessage;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "NetTime")
	FString RawMessage = TEXT("");
};

DECLARE_DYNAMIC_MULTICAST_DELEGATE_FourParams(
	FSampleNetTimeDelegate, 
	FGuid, AsyncID, 
	bool, bResult, 
	FString, Message, 
	FSampleNetTimeRespInfo, RespInfo
);

UCLASS(meta = (HideThen = true))  //隐藏默认的then引脚
class STUDY_API USampleHttpTime : public UBlueprintAsyncActionBase
{
	GENERATED_BODY()

public:
	USampleHttpTime(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
	virtual ~USampleHttpTime();

	UFUNCTION(
		BlueprintCallable, 
		meta = (
			BlueprintInternalUseOnly = "true",  //表明该函数主要用于蓝图内部使用,通常不希望在蓝图库中直接显示。
			WorldContext = "WorldContextObject", 
			DisplayName = "SampleHttpTimeAsyncAction",   //指定函数在蓝图中的显示名称
			Keywords = "Sample Net Time"  //为函数添加搜索关键词,方便在蓝图中搜索该函数
		), 
		Category = "Sample|NetTime"
	)
	static USampleHttpTime* SampleHttpTimeAsyncAction(UObject* WorldContextObject, ESampleNetTimeType InNetTimeType);

public:
	virtual void Activate() override;

	virtual void Activate_Internal();

public:
	UPROPERTY(BlueprintAssignable)
	FSampleNetTimeDelegate Then;

	UPROPERTY(BlueprintAssignable)
	FSampleNetTimeDelegate OnSuccess;

	UPROPERTY(BlueprintAssignable)
	FSampleNetTimeDelegate OnFail;

protected:
	void SendHttp(const FString& InServerURL);

	void OnHttpRespReceived(FHttpRequestPtr HttpRequest, FHttpResponsePtr HttpResponse, bool bSucceeded);

	void CallOnSuccess(FGuid InAsyncID, bool bInResult, FString InMessage, FSampleNetTimeRespInfo RespInfo);
	void CallOnFaild(FGuid InAsyncID, bool bInResult, FString InMessage, FSampleNetTimeRespInfo RespInfo);

	void RealeaseResources();

protected:
	FGuid AsyncID = FGuid::NewGuid();
	ESampleNetTimeType NetTimeType = ESampleNetTimeType::Local;
};

SampleHttpTime.cpp

// Fill out your copyright notice in the Description page of Project Settings.


#include "HttpTime/SampleHttpTime.h"

#include "JsonObjectConverter.h"
#include "Async/Async.h"
#include "Async/TaskGraphInterfaces.h"

USampleHttpTime::USampleHttpTime(const FObjectInitializer& ObjectInitializer) 
	:Super(ObjectInitializer)
{
}

USampleHttpTime::~USampleHttpTime()
{
}

USampleHttpTime* USampleHttpTime::SampleHttpTimeAsyncAction(UObject* WorldContextObject, ESampleNetTimeType InNetTimeType)
{
	USampleHttpTime* AsyncAction = NewObject<USampleHttpTime>();

	AsyncAction->NetTimeType = InNetTimeType;
	AsyncAction->RegisterWithGameInstance(WorldContextObject);
	return AsyncAction;
}

void USampleHttpTime::Activate()
{
	Super::Activate();
	AsyncTask(ENamedThreads::GameThread, [this]() {
		this->Activate_Internal();
	});

	FSampleNetTimeRespInfo RespInfo;
	Then.Broadcast(AsyncID, false, TEXT("USampleHttpTime is just started, please wait to be finished!"), RespInfo);

}

void USampleHttpTime::Activate_Internal()
{
	FString TimeServerURL = TEXT("");
	switch (NetTimeType)
	{
	case ESampleNetTimeType::TaoBao:
		TimeServerURL = TEXT("https://acs.m.taobao.com/gw/mtop.common.getTimestamp/");
		break;
	case ESampleNetTimeType::Local:
		break;
	case ESampleNetTimeType::MaxNum:
		break;
	default:
		break;
	}

	if (!TimeServerURL.IsEmpty())  //如果TimeServerURL不是空字符串就使用网络时间,否则使用本地时间
	{
		SendHttp(TimeServerURL);
		return;
	}
	else
	{
		FSampleNetTimeRespInfo RespInfo;
		RespInfo.BeijingDateTime = FDateTime::Now();
		RespInfo.UTCDateTime = FDateTime::UtcNow();
		CallOnSuccess(AsyncID, true, TEXT("这是本地时间"), RespInfo);
		RealeaseResources();
	}
}

void USampleHttpTime::SendHttp(const FString& InServerURL)
{
	FHttpRequestRef Request = FHttpModule::Get().CreateRequest();
	Request->OnProcessRequestComplete().BindUObject(this, &USampleHttpTime::OnHttpRespReceived);
	Request->SetURL(InServerURL);
	Request->SetVerb("Post");
	Request->SetHeader("Guid", AsyncID.ToString());
	Request->SetHeader("Content-Type", "application/json");
	Request->SetContentAsString(TEXT(""));
	Request->ProcessRequest();
}

void USampleHttpTime::OnHttpRespReceived(FHttpRequestPtr HttpRequest, FHttpResponsePtr HttpResponse, bool bSucceeded)
{
	FString BackAsyncID = HttpRequest->GetHeader(TEXT("Guid"));

	FSampleNetTimeRespInfo RespInfo;

	if (bSucceeded && HttpRequest->GetStatus() == EHttpRequestStatus::Succeeded && HttpResponse->GetResponseCode() == 200)
	{
		FString ResponseJson = HttpResponse->GetContentAsString();

		FSampleNetTimeRespMessage RespMessage;
		bool bParseJson = FJsonObjectConverter::JsonObjectStringToUStruct(ResponseJson, &RespMessage);
		if (bParseJson)
		{
			FString TickString = RespMessage.data.t;
			int64 TickTime = FCString::Atoi64(*TickString) / 1000;  //将时间戳字符串转换为 int64 类型,并将其转换为以秒为单位的时间戳
			RespInfo.UTCDateTime = FDateTime::FromUnixTimestamp(TickTime);  //将时间戳转换为 FDateTime 类型的 UTC 时间
			RespInfo.BeijingDateTime = FDateTime::FromUnixTimestamp(TickTime + 8 * 60 * 60);  //将时间戳转换为 FDateTime 类型的北京时间
			RespInfo.RawMessage = ResponseJson;
			RespInfo.RespMessage = RespMessage;

			CallOnSuccess(AsyncID, true, TEXT("Succeed!"), RespInfo);
		}
	}
	else
	{
		FString ErrorMessage = FString::Printf(TEXT("[%s],AsyncID:[%s],Receive NetTimeAsyncAction HttpResonpse Failed, Check Your Net"), 
			*FString(__FUNCTION__), *(AsyncID.ToString()));
		UE_LOG(LogTemp, Error, TEXT("[%s]"), *ErrorMessage);
		CallOnFaild(AsyncID, false, ErrorMessage, RespInfo);
	}
}

void USampleHttpTime::CallOnSuccess(FGuid InAsyncID, bool bInResult, FString InMessage, FSampleNetTimeRespInfo RespInfo)
{
	FSampleNetTimeDelegate TempDelegate = OnSuccess;
	AsyncTask(ENamedThreads::GameThread, [=]() {
		TempDelegate.Broadcast(InAsyncID, bInResult, InMessage, RespInfo);
	});
}

void USampleHttpTime::CallOnFaild(FGuid InAsyncID, bool bInResult, FString InMessage, FSampleNetTimeRespInfo RespInfo)
{
	FSampleNetTimeDelegate TempDelegate = OnFail;
	AsyncTask(ENamedThreads::GameThread, [=]() {
		TempDelegate.Broadcast(InAsyncID, bInResult, InMessage, RespInfo);
	});
}

void USampleHttpTime::RealeaseResources()
{
	Then.Clear();
	OnSuccess.Clear();
	OnFail.Clear();
	SetReadyToDestroy();
}

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