diff --git a/Source/FPSTemplate/Private/Game/ShooterGameMode.cpp b/Source/FPSTemplate/Private/Game/ShooterGameMode.cpp index e69ce4ec..aae6b7aa 100644 --- a/Source/FPSTemplate/Private/Game/ShooterGameMode.cpp +++ b/Source/FPSTemplate/Private/Game/ShooterGameMode.cpp @@ -6,7 +6,10 @@ #include "GameLiftClpTypes.h" #include "GameLift/GameLiftClp.h" #include "openssl/sha.h" - +#include "GameLiftServerSDK.h" +#include "GameLiftServerSDKModels.h" +#include "DSP/BufferDiagnostics.h" +#include "Misc/TypeContainer.h" DEFINE_LOG_CATEGORY(LogShooterGameMode); @@ -33,6 +36,7 @@ void AShooterGameMode::InitGame(const FString& MapName, const FString& Options, if (FParse::Param(*CachedCommandLine, TEXT("glAnywhereFleet"))) { UE_LOGFMT(LogShooterGameMode, Log, "Fleet type: Anywhere"); + GameLiftConfig.bIsAnywhereFleet = true; GameLiftConfig.bAllOptionsFound = GetAnywhereFleetParameters(CachedCommandLine); LogAnywhereFleetParameters(); } @@ -68,6 +72,127 @@ FString AShooterGameMode::GetSHA256Hash(const FString& InString) void AShooterGameMode::InitGameLift() { +#if WITH_GAMELIFT + UE_LOGFMT(LogShooterGameMode, Log, "Calling InitGameLift..."); + + // Get the module first + FGameLiftServerSDKModule* GameLiftSdkModule = &FModuleManager::LoadModuleChecked("GameLiftServerSDK"); + + // Define the server parameters for an Anywhere fleet. These are not needed for a GameLift managed EC2 fleet. + FServerParameters ServerParametersForAnywhere; + + uint32 PID = FPlatformProcess::GetCurrentProcessId(); + FString PIDString = FString::FromInt(static_cast(PID)); + + if (GameLiftConfig.bIsAnywhereFleet) + { + UE_LOGFMT(LogShooterGameMode, Log, "Configuring server parameters for Anywhere..."); + // If AnywhereFleets are being used load the command line arguments parsed earlier. + ServerParametersForAnywhere.m_webSocketUrl = TCHAR_TO_UTF8(*GameLiftConfig.WebSocketUrlResult.Value); + ServerParametersForAnywhere.m_fleetId = TCHAR_TO_UTF8((*GameLiftConfig.FleetIdResult.Value)); + ServerParametersForAnywhere.m_hostId = TCHAR_TO_UTF8(*GameLiftConfig.HostIdResult.Value); + ServerParametersForAnywhere.m_processId = PIDString; + ServerParametersForAnywhere.m_authToken = TCHAR_TO_UTF8(*GameLiftConfig.AuthTokenResult.Value); + LogServerParameters(ServerParametersForAnywhere); + + UE_LOGFMT(LogShooterGameMode, Log, "Initializing the GameLift Server..."); + + // InitSDK will establish a local connection with GameLfit's agent to enable further communication. + FGameLiftGenericOutcome InitSdkOutcome = GameLiftSdkModule->InitSDK(ServerParametersForAnywhere); + if (InitSdkOutcome.IsSuccess()) + { + UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_GREEN); + UE_LOG(LogShooterGameMode, Log, TEXT("GameLift InitSDK succeeded!")); + UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE); + } + else + { + UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_RED); + UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: InitSDK failed : (")); + FGameLiftError GameLiftError = InitSdkOutcome.GetError(); + UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: %s"), *GameLiftError.m_errorMessage); + UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE); + return; + } + + ProcessParameters = MakeShared(); + //When a game session is created, Amazon GameLift Servers sends an activation request to the game server and passes along the game session object containing game properties and other settings. + //Here is where a game server should take action based on the game session object. + //Once the game server is ready to receive incoming player connections, it should invoke GameLiftServerAPI.ActivateGameSession() + ProcessParameters->OnStartGameSession.BindLambda([=](Aws::GameLift::Server::Model::GameSession InGameSession) + { + FString GameSessionId = FString(InGameSession.GetGameSessionId()); + UE_LOG(LogShooterGameMode, Log, TEXT("GameSession Initializing: %s"), *GameSessionId); + GameLiftSdkModule->ActivateGameSession(); + }); + + //OnProcessTerminate callback. Amazon GameLift Servers will invoke this callback before shutting down an instance hosting this game server. + //It gives this game server a chance to save its state, communicate with services, etc., before being shut down. + //In this case, we simply tell Amazon GameLift Servers we are indeed going to shutdown. + ProcessParameters->OnTerminate.BindLambda([=]() + { + UE_LOG(LogShooterGameMode, Log, TEXT("Game Server Process is terminating")); + // First call ProcessEnding() + FGameLiftGenericOutcome processEndingOutcome = GameLiftSdkModule->ProcessEnding(); + // Then call Destroy() to free the SDK from memory + FGameLiftGenericOutcome destroyOutcome = GameLiftSdkModule->Destroy(); + // Exit the process with success or failure + if (processEndingOutcome.IsSuccess() && destroyOutcome.IsSuccess()) { + UE_LOG(LogShooterGameMode, Log, TEXT("Server process ending successfully")); + } + else { + if (!processEndingOutcome.IsSuccess()) { + const FGameLiftError& error = processEndingOutcome.GetError(); + UE_LOG(LogShooterGameMode, Error, TEXT("ProcessEnding() failed. Error: %s"), + error.m_errorMessage.IsEmpty() ? TEXT("Unknown error") : *error.m_errorMessage); + } + if (!destroyOutcome.IsSuccess()) { + const FGameLiftError& error = destroyOutcome.GetError(); + UE_LOG(LogShooterGameMode, Error, TEXT("Destroy() failed. Error: %s"), + error.m_errorMessage.IsEmpty() ? TEXT("Unknown error") : *error.m_errorMessage); + } + } + }); + + //This is the HealthCheck callback. + //Amazon GameLift Servers will invoke this callback every 60 seconds or so. + //Here, a game server might want to check the health of dependencies and such. + //Simply return true if healthy, false otherwise. + //The game server has 60 seconds to respond with its health status. Amazon GameLift Servers will default to 'false' if the game server doesn't respond in time. + //In this case, we're always healthy! + ProcessParameters->OnHealthCheck.BindLambda([]() + { + UE_LOG(LogShooterGameMode, Log, TEXT("Performing Health Check")); + return true; + }); + + ProcessParameters->port = GameLiftConfig.ServerPort; + + TArray Logfiles; + Logfiles.Add(TEXT("FPSTemplate/Saved/Log/server.log")); + ProcessParameters->logParameters = Logfiles; + + UE_LOGFMT(LogShooterGameMode, Log, "Calling Process Ready..."); + FGameLiftGenericOutcome ProcessReadyOutcome = GameLiftSdkModule->ProcessReady(*ProcessParameters); + + if (ProcessReadyOutcome.IsSuccess()) + { + UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_GREEN); + UE_LOG(LogShooterGameMode, Log, TEXT("Process Ready!")); + UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE); + } + else + { + UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_RED); + UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: Process Ready Failed!")); + FGameLiftError ProcessReadyError = ProcessReadyOutcome.GetError(); + UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: %s"), *ProcessReadyError.m_errorMessage); + UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE); + } + + UE_LOGFMT(LogShooterGameMode, Log, "InitGameLift completed!"); + } +#endif } bool AShooterGameMode::GetAnywhereFleetParameters(const FString& CommandLineString) @@ -96,16 +221,10 @@ void AShooterGameMode::LogAnywhereFleetParameters() return cmdlineparser::details::CLI_TOKENS[static_cast(Result.Token)]; }; -#if UE_BUILD_DEBUG - const FString AuthDisplay = GameLiftConfig.AuthTokenResult.Value; -#else - const FString AuthDisplay = TEXT("HASH:") + GetSHA256Hash(GameLiftConfig.AuthTokenResult.Value); -#endif - UE_LOGFMT(LogShooterGameMode, Log, "Anywhere Fleet Parameters:"); if (GameLiftConfig.AuthTokenResult.bIsValid) { - UE_LOGFMT(LogShooterGameMode, Log, "AuthToken: {0}", AuthDisplay); + UE_LOGFMT(LogShooterGameMode, Log, "AuthToken: {0}", GetValueOrHash(GameLiftConfig.AuthTokenResult.Value)); } else { @@ -117,7 +236,7 @@ void AShooterGameMode::LogAnywhereFleetParameters() *GameLiftConfig.AuthTokenResult.ErrorMessage, { FStringFormatArg(GetTokenName(GameLiftConfig.AuthTokenResult)), - FStringFormatArg(AuthDisplay) + FStringFormatArg(GetValueOrHash(GameLiftConfig.AuthTokenResult.Value)), } ) ); @@ -193,4 +312,43 @@ void AShooterGameMode::LogAnywhereFleetParameters() { UE_LOGFMT(LogShooterGameMode, Error, "Anywhere Fleet Parameters Load FAILED...."); } -} \ No newline at end of file +} + +void AShooterGameMode::LogServerParameters(const FServerParameters& InServerParameters) +{ + + UE_LOGFMT(LogShooterGameMode, Log, ">>>> WebSocket URL: {WebSocketUrl}", InServerParameters.m_webSocketUrl); + UE_LOGFMT(LogShooterGameMode, Log, ">>>> Fleet ID: {FleetId}", InServerParameters.m_fleetId); + UE_LOGFMT(LogShooterGameMode, Log, ">>>> Process ID: {ProcessId}", InServerParameters.m_processId); + UE_LOGFMT(LogShooterGameMode, Log, ">>>> Host ID (Compute Name): {HostId}", InServerParameters.m_hostId); + UE_LOGFMT(LogShooterGameMode, Log, ">>>> Auth Token: {AuthToken}", GetValueOrHash(InServerParameters.m_authToken)); + + if (!InServerParameters.m_awsRegion.IsEmpty()) + { + UE_LOGFMT(LogShooterGameMode, Log, ">>>> Aws Region: {AwsRegion}", InServerParameters.m_awsRegion); + } + + if (!InServerParameters.m_accessKey.IsEmpty()) + { + UE_LOGFMT(LogShooterGameMode, Log, ">>>> Access Key: {AccessKey}", GetValueOrHash(InServerParameters.m_accessKey)); + } + + if (!InServerParameters.m_secretKey.IsEmpty()) + { + UE_LOGFMT(LogShooterGameMode, Log, ">>>> Secret Key: {SecretKey}", GetValueOrHash(InServerParameters.m_secretKey)); + } + + if (!InServerParameters.m_sessionToken.IsEmpty()) + { + UE_LOGFMT(LogShooterGameMode, Log, ">>>> Session Token: {SessionToken}", GetValueOrHash(InServerParameters.m_sessionToken)); + } +} + +FString AShooterGameMode::GetValueOrHash(const FString& Value) +{ +#if UE_BUILD_DEBUG || UE_BUILD_DEVELOPMENT + return Value; +#else + return TEXT("HASH:") + GetSHA256Hash(Value); +#endif +} diff --git a/Source/FPSTemplate/Public/Game/ShooterGameMode.h b/Source/FPSTemplate/Public/Game/ShooterGameMode.h index f50e2426..d5f9f207 100644 --- a/Source/FPSTemplate/Public/Game/ShooterGameMode.h +++ b/Source/FPSTemplate/Public/Game/ShooterGameMode.h @@ -14,6 +14,7 @@ struct FServerParameters; struct FGameLiftConfig { + bool bIsAnywhereFleet = false; bool bAllOptionsFound = false; int32 ServerPort = 7777; @@ -48,4 +49,9 @@ private: bool GetAnywhereFleetParameters(const FString& CommandLineString); void LogAnywhereFleetParameters(); + static void LogServerParameters(const FServerParameters& InServerParameters); + static FString GetValueOrHash(const FString& Value); + + TSharedPtr ProcessParameters; +// TSharedPtr ServerParameters; };