Lesson 44 - Deleting the Fleet (EC2), all working at this point.
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@@ -2,7 +2,7 @@
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#include "Game/ShooterGameMode.h"
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#include "Logging/LogMacros.h"
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#include "DSP/BufferDiagnostics.h"
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#include "UObject/ConstructorHelpers.h"
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#include "Kismet/GameplayStatics.h"
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@@ -11,6 +11,7 @@
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#include "GameLiftServerSDKModels.h"
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#endif
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#include "Chaos/ImplicitQRSVD.h"
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#include "GenericPlatform/GenericPlatformOutputDevices.h"
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#include "Misc/TypeContainer.h"
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@@ -58,7 +59,7 @@ bool AShooterGameMode::SetParametersFromCommandLine(FServerParameters& OutServer
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OutProcessParameters.port = FURL::UrlConfig.DefaultPort;
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FParse::Value(*CommandLine, TEXT("port="), OutProcessParameters.port);
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LogServerSummary(OutServerParameters,OutProcessParameters);
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// LogServerSummary(OutServerParameters,OutProcessParameters);
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return bCriticalFault;
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}
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@@ -104,7 +105,7 @@ void AShooterGameMode::LogServerSummary(const FServerParameters& InServerParamet
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const FProcessParameters& InProcessParameters)
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{
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UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_YELLOW);
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UE_LOG(LogShooterGameMode, Log, TEXT("=== SERVER STARTUP SUMMARY ==="));
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UE_LOG(LogShooterGameMode, Log, TEXT("=== GAMELIFT SERVER STARTUP SUMMARY ==="));
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UE_LOG(LogShooterGameMode, Log, TEXT("Port: %d"), InProcessParameters.port);
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// Inline validation of ServerParams
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@@ -118,6 +119,54 @@ void AShooterGameMode::LogServerSummary(const FServerParameters& InServerParamet
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UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE);
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}
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void AShooterGameMode::LogGameLiftServerSummary(bool bIsAnywhere, const FServerParameters& InServerParameters,
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const FProcessParameters& InProcessParameters)
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{
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UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_YELLOW);
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UE_LOG(LogShooterGameMode, Log, TEXT("=== GAMELIFT SERVER STARTUP SUMMARY ==="));
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if (bIsAnywhere)
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{
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// Anywhere only Logging
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if (!InServerParameters.m_fleetId.IsEmpty())
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{
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UE_LOG(LogShooterGameMode, Log, TEXT("FleetId: %s"), *InServerParameters.m_fleetId);
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}
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if (!InServerParameters.m_webSocketUrl.IsEmpty())
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{
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UE_LOG(LogShooterGameMode, Log, TEXT("WebSocketUrl: %s"), *InServerParameters.m_webSocketUrl);
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}
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if (!InServerParameters.m_hostId.IsEmpty())
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{
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UE_LOG(LogShooterGameMode, Log, TEXT("HostId: %s"), *InServerParameters.m_hostId);
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}
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#ifdef UE_BUILD_DEBUG
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const FString TokenStatus = FString::Printf(TEXT("FULL: %s"), *InServerParameters.m_authToken);
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#else
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const FString TokenStatus = InServerParameters.m_authToken.IsEmpty() ? TEXT("MISSING ❌") : FString::Printf(TEXT("LEN: %d"),InServerParameters.m_authToken.Len());
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#endif
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UE_LOG(LogShooterGameMode, Log, TEXT("AuthToken: %s"), *TokenStatus);
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// Inline validation of ServerParams
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const bool bAllValid = !InServerParameters.m_authToken.IsEmpty() &&
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!InServerParameters.m_hostId.IsEmpty() &&
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!InServerParameters.m_fleetId.IsEmpty() &&
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!InServerParameters.m_webSocketUrl.IsEmpty();
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UE_LOG(LogShooterGameMode, Log, TEXT("All Anywhere params: %s"), bAllValid ? TEXT("VALID ✓") : TEXT("MISSING ❌"));
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}
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UE_LOG(LogShooterGameMode, Log, TEXT("Port: %d"), InProcessParameters.port);
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UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE);
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}
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void AShooterGameMode::BindGameLiftCallbackFunctions(FProcessParameters& ProcessParameters, FGameLiftServerSDKModule& GameLiftSdkModule)
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{
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// Implement callback function onStartGameSession
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@@ -248,6 +297,16 @@ void AShooterGameMode::InitGameLift()
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// Getting the module first.
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FGameLiftServerSDKModule& GameLiftSdkModule = FModuleManager::LoadModuleChecked<FGameLiftServerSDKModule>(FName("GameLiftServerSDK"));
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// The port being used, uses UE system default if not entered as a switch
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ProcessParameters.port = FURL::UrlConfig.DefaultPort;
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FParse::Value(FCommandLine::Get(), TEXT("port="), ProcessParameters.port);
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if (ProcessParameters.port <= 0 || ProcessParameters.port > 65535)
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{
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UE_LOG(LogShooterGameMode, Error, TEXT("Port Value Fault: %d (Value must be between 1 and 65535"), ProcessParameters.port);
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FPlatformMisc::RequestExit(true);
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}
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// Define the server parameters for a GameLift Anywhere fleet. These are not needed for a GameLift managed EC2 fleet.
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bool bIsAnywhereActive = false;
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if (FParse::Param(FCommandLine::Get(), TEXT("-glAnywhere")))
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@@ -272,7 +331,7 @@ void AShooterGameMode::InitGameLift()
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FPlatformMisc::RequestExit(true);
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return;
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}
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LogServerParameters(ServerParameters);
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// LogServerParameters(ServerParameters);
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UE_LOG(LogShooterGameMode, Log, TEXT("Initializing the GameLift Server..."));
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@@ -289,7 +348,11 @@ void AShooterGameMode::InitGameLift()
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// EC2: Empty ServerParameters = GameLift agent provies all config
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UE_LOG(LogShooterGameMode, Log, TEXT("Initializing EC2 GameLift Server..."));
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}
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if (InitiateConnectionWithGameLiftAgent(ServerParameters, GameLiftSdkModule)) return;
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LogGameLiftServerSummary(bIsAnywhereActive, ServerParameters, ProcessParameters);
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InitiateProcessReady(ProcessParameters, GameLiftSdkModule);
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#endif
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}
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