2026-02-24 22:39:26 -05:00
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Game/ShooterGameMode.h"
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#include "GenericPlatform/GenericPlatformMisc.h"
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#include "Containers/UnrealString.h"
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#include "GameLiftClpTypes.h"
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#include "GameLift/GameLiftClp.h"
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#include "openssl/sha.h"
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DEFINE_LOG_CATEGORY(LogShooterGameMode);
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// Function implementations.
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AShooterGameMode::AShooterGameMode()
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{
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}
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void AShooterGameMode::BeginPlay()
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{
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Super::BeginPlay();
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#if WITH_GAMELIFT
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InitGameLift();
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#endif
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}
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void AShooterGameMode::InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage)
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{
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Super::InitGame(MapName, Options, ErrorMessage);
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CachedCommandLine = FCommandLine::Get();
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GameLiftConfig.ServerPort = cmdlineparser::details::GetConfiguredOrDefaultPort(CachedCommandLine, "port");
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if (FParse::Param(*CachedCommandLine, TEXT("-glAnywhereFleet")))
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{
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GameLiftConfig.bIsAnywhereFleet = true;
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}
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else
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{
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GameLiftConfig.bIsAnywhereFleet = false;
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}
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if (GameLiftConfig.bIsAnywhereFleet)
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{
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GetAnywhereFleetParameters(CachedCommandLine);
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LogAnywhereFleetParameters();
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}
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}
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FString AShooterGameMode::GetSHA256Hash(const FString& InString)
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{
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// if (InString.IsEmpty()) return TEXT("da39a3ee5e6b4b0d3255bfef95601890afd80709");
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if (InString.IsEmpty())
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return TEXT("e3b0c44298fc1c149afbf4c8996fb92427ae41e4649b934ca495991b7852b855");
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FSHA256Signature Hash;
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// Use OpenSSL to compute the SHA-256 hash
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FTCHARToUTF8 Utf8(InString);
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const uint8* Bytes = reinterpret_cast<const uint8*>(Utf8.Get());
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uint32 Length = Utf8.Length() * sizeof(UTF8CHAR);
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SHA256_CTX Sha256Context;
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SHA256_Init(&Sha256Context);
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SHA256_Update(&Sha256Context, Bytes,Length);
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SHA256_Final(Hash.Signature, &Sha256Context);
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return Hash.ToString();
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/*
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FSHA1 Sha;
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FTCHARToUTF8 Utf8(InString);
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Sha.Update((uint8*)Utf8.Get(), Utf8.Length() * sizeof(UTF8CHAR));
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Sha.Final();
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uint8 Hash[FSHA1::DigestSize];
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Sha.GetHash(Hash);
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// 40-char hex (SHA1 = 160 bits)
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return FString::Printf(TEXT("%08X%08X%08X%08X%08X"),
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Hash[0], Hash[1], Hash[2], Hash[3], Hash[4]);
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*/
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}
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void AShooterGameMode::InitGameLift()
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{
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GetAnywhereFleetParameters(CachedCommandLine);
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}
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bool AShooterGameMode::GetAnywhereFleetParameters(FString CommandLineString)
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{
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bool bAllAnywhereFleetParametersValid = true;
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cmdlineparser::details::FParseResult AuthResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::AuthToken);
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if (AuthResult.bIsValid)
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{
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GameLiftConfig.AuthToken = AuthResult.Value;
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#if UE_BUILD_DEBUG
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UE_LOGFMT(LogShooterGameMode, Log, "AuthToken loaded: {0}", GameLiftConfig.AuthToken);
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#else
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UE_LOGFMT(LogShooterGameMode, Log, "AuthToken loaded: HASH - {0}", GetSHA256Hash(GameLiftConfig.AuthToken));
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#endif
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}
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else
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{
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bAllAnywhereFleetParametersValid = false;
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#if UE_BUILD_DEBUG
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UE_LOGFMT(LogShooterGameMode, Error, "AuthToken Invalid: {0}", GameLiftConfig.AuthToken);
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#else
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UE_LOGFMT(LogShooterGameMode, Error, "AuthToken Invalid: HASH - {0}", GetSHA256Hash(GameLiftConfig.AuthToken));
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#endif
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}
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cmdlineparser::details::FParseResult HostIdResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::HostId);
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if (HostIdResult.bIsValid)
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{
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GameLiftConfig.HostId = HostIdResult.Value;
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UE_LOGFMT(LogShooterGameMode, Log, "HostId loaded: {0}", GameLiftConfig.HostId);
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}
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else
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{
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bAllAnywhereFleetParametersValid = false;
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UE_LOGFMT(LogShooterGameMode, Error, "HostId Invalid: {0}", HostIdResult.Value);
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}
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cmdlineparser::details::FParseResult FleetIdResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::FleetId);
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if (FleetIdResult.bIsValid)
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{
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GameLiftConfig.FleetId = FleetIdResult.Value;
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UE_LOGFMT(LogShooterGameMode, Log, "FleetId loaded: {0}", FleetIdResult.Value);
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}
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else
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{
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bAllAnywhereFleetParametersValid = false;
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UE_LOGFMT(LogShooterGameMode, Error, "FleetId Invalid: {0}", GameLiftConfig.HostId);
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}
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cmdlineparser::details::FParseResult WebSocketUrlResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::WebsocketUrl);
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if (WebSocketUrlResult.bIsValid)
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{
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GameLiftConfig.WebSocketUrl = WebSocketUrlResult.Value;
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UE_LOGFMT(LogShooterGameMode, Log, "WebSocketUrl loaded: {0}", WebSocketUrlResult.Value);
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}
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else
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{
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bAllAnywhereFleetParametersValid = false;
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UE_LOGFMT(LogShooterGameMode, Error, "WebSocketUrl Invalid: {0}", WebSocketUrlResult.Value);
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}
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return bAllAnywhereFleetParametersValid;
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}
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void AShooterGameMode::LogAnywhereFleetParameters()
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{
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UE_LOGFMT(LogShooterGameMode, Log, "Anywhere Fleet Parameters:");
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UE_LOGFMT(LogShooterGameMode, Log, "AuthToken: {0}", GameLiftConfig.AuthToken);
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UE_LOGFMT(LogShooterGameMode, Log, "FleetId: {0}", GameLiftConfig.FleetId);
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UE_LOGFMT(LogShooterGameMode, Log, "HostId: {0}", GameLiftConfig.HostId);
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UE_LOGFMT(LogShooterGameMode, Log, "WebsocketUrl: {0}", GameLiftConfig.WebSocketUrl);
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UE_LOGFMT(LogShooterGameMode, Log, "Server Port: {0}", GameLiftConfig.ServerPort);
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}
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