New Shooter Game Mode Complete - Lesson 44 done.
This commit is contained in:
@@ -6,7 +6,10 @@
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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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#include "GameLiftServerSDK.h"
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#include "GameLiftServerSDKModels.h"
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#include "DSP/BufferDiagnostics.h"
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#include "Misc/TypeContainer.h"
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DEFINE_LOG_CATEGORY(LogShooterGameMode);
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@@ -33,6 +36,7 @@ void AShooterGameMode::InitGame(const FString& MapName, const FString& Options,
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if (FParse::Param(*CachedCommandLine, TEXT("glAnywhereFleet")))
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{
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UE_LOGFMT(LogShooterGameMode, Log, "Fleet type: Anywhere");
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GameLiftConfig.bIsAnywhereFleet = true;
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GameLiftConfig.bAllOptionsFound = GetAnywhereFleetParameters(CachedCommandLine);
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LogAnywhereFleetParameters();
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}
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@@ -68,6 +72,127 @@ FString AShooterGameMode::GetSHA256Hash(const FString& InString)
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void AShooterGameMode::InitGameLift()
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{
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#if WITH_GAMELIFT
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UE_LOGFMT(LogShooterGameMode, Log, "Calling InitGameLift...");
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// Get the module first
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FGameLiftServerSDKModule* GameLiftSdkModule = &FModuleManager::LoadModuleChecked<FGameLiftServerSDKModule>("GameLiftServerSDK");
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// Define the server parameters for an Anywhere fleet. These are not needed for a GameLift managed EC2 fleet.
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FServerParameters ServerParametersForAnywhere;
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uint32 PID = FPlatformProcess::GetCurrentProcessId();
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FString PIDString = FString::FromInt(static_cast<int32>(PID));
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if (GameLiftConfig.bIsAnywhereFleet)
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{
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UE_LOGFMT(LogShooterGameMode, Log, "Configuring server parameters for Anywhere...");
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// If AnywhereFleets are being used load the command line arguments parsed earlier.
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ServerParametersForAnywhere.m_webSocketUrl = TCHAR_TO_UTF8(*GameLiftConfig.WebSocketUrlResult.Value);
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ServerParametersForAnywhere.m_fleetId = TCHAR_TO_UTF8((*GameLiftConfig.FleetIdResult.Value));
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ServerParametersForAnywhere.m_hostId = TCHAR_TO_UTF8(*GameLiftConfig.HostIdResult.Value);
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ServerParametersForAnywhere.m_processId = PIDString;
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ServerParametersForAnywhere.m_authToken = TCHAR_TO_UTF8(*GameLiftConfig.AuthTokenResult.Value);
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LogServerParameters(ServerParametersForAnywhere);
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UE_LOGFMT(LogShooterGameMode, Log, "Initializing the GameLift Server...");
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// InitSDK will establish a local connection with GameLfit's agent to enable further communication.
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FGameLiftGenericOutcome InitSdkOutcome = GameLiftSdkModule->InitSDK(ServerParametersForAnywhere);
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if (InitSdkOutcome.IsSuccess())
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{
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UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_GREEN);
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UE_LOG(LogShooterGameMode, Log, TEXT("GameLift InitSDK succeeded!"));
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UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE);
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}
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else
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{
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UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_RED);
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UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: InitSDK failed : ("));
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FGameLiftError GameLiftError = InitSdkOutcome.GetError();
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UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: %s"), *GameLiftError.m_errorMessage);
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UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE);
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return;
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}
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ProcessParameters = MakeShared<FProcessParameters>();
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//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.
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//Here is where a game server should take action based on the game session object.
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//Once the game server is ready to receive incoming player connections, it should invoke GameLiftServerAPI.ActivateGameSession()
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ProcessParameters->OnStartGameSession.BindLambda([=](Aws::GameLift::Server::Model::GameSession InGameSession)
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{
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FString GameSessionId = FString(InGameSession.GetGameSessionId());
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UE_LOG(LogShooterGameMode, Log, TEXT("GameSession Initializing: %s"), *GameSessionId);
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GameLiftSdkModule->ActivateGameSession();
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});
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//OnProcessTerminate callback. Amazon GameLift Servers will invoke this callback before shutting down an instance hosting this game server.
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//It gives this game server a chance to save its state, communicate with services, etc., before being shut down.
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//In this case, we simply tell Amazon GameLift Servers we are indeed going to shutdown.
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ProcessParameters->OnTerminate.BindLambda([=]()
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{
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UE_LOG(LogShooterGameMode, Log, TEXT("Game Server Process is terminating"));
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// First call ProcessEnding()
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FGameLiftGenericOutcome processEndingOutcome = GameLiftSdkModule->ProcessEnding();
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// Then call Destroy() to free the SDK from memory
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FGameLiftGenericOutcome destroyOutcome = GameLiftSdkModule->Destroy();
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// Exit the process with success or failure
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if (processEndingOutcome.IsSuccess() && destroyOutcome.IsSuccess()) {
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UE_LOG(LogShooterGameMode, Log, TEXT("Server process ending successfully"));
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}
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else {
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if (!processEndingOutcome.IsSuccess()) {
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const FGameLiftError& error = processEndingOutcome.GetError();
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UE_LOG(LogShooterGameMode, Error, TEXT("ProcessEnding() failed. Error: %s"),
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error.m_errorMessage.IsEmpty() ? TEXT("Unknown error") : *error.m_errorMessage);
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}
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if (!destroyOutcome.IsSuccess()) {
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const FGameLiftError& error = destroyOutcome.GetError();
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UE_LOG(LogShooterGameMode, Error, TEXT("Destroy() failed. Error: %s"),
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error.m_errorMessage.IsEmpty() ? TEXT("Unknown error") : *error.m_errorMessage);
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}
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}
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});
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//This is the HealthCheck callback.
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//Amazon GameLift Servers will invoke this callback every 60 seconds or so.
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//Here, a game server might want to check the health of dependencies and such.
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//Simply return true if healthy, false otherwise.
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//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.
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//In this case, we're always healthy!
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ProcessParameters->OnHealthCheck.BindLambda([]()
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{
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UE_LOG(LogShooterGameMode, Log, TEXT("Performing Health Check"));
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return true;
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});
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ProcessParameters->port = GameLiftConfig.ServerPort;
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TArray<FString> Logfiles;
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Logfiles.Add(TEXT("FPSTemplate/Saved/Log/server.log"));
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ProcessParameters->logParameters = Logfiles;
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UE_LOGFMT(LogShooterGameMode, Log, "Calling Process Ready...");
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FGameLiftGenericOutcome ProcessReadyOutcome = GameLiftSdkModule->ProcessReady(*ProcessParameters);
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if (ProcessReadyOutcome.IsSuccess())
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{
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UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_GREEN);
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UE_LOG(LogShooterGameMode, Log, TEXT("Process Ready!"));
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UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE);
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}
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else
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{
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UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_RED);
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UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: Process Ready Failed!"));
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FGameLiftError ProcessReadyError = ProcessReadyOutcome.GetError();
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UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: %s"), *ProcessReadyError.m_errorMessage);
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UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE);
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}
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UE_LOGFMT(LogShooterGameMode, Log, "InitGameLift completed!");
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}
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#endif
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}
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bool AShooterGameMode::GetAnywhereFleetParameters(const FString& CommandLineString)
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@@ -96,16 +221,10 @@ void AShooterGameMode::LogAnywhereFleetParameters()
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return cmdlineparser::details::CLI_TOKENS[static_cast<int32>(Result.Token)];
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};
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#if UE_BUILD_DEBUG
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const FString AuthDisplay = GameLiftConfig.AuthTokenResult.Value;
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#else
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const FString AuthDisplay = TEXT("HASH:") + GetSHA256Hash(GameLiftConfig.AuthTokenResult.Value);
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#endif
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UE_LOGFMT(LogShooterGameMode, Log, "Anywhere Fleet Parameters:");
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if (GameLiftConfig.AuthTokenResult.bIsValid)
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{
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UE_LOGFMT(LogShooterGameMode, Log, "AuthToken: {0}", AuthDisplay);
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UE_LOGFMT(LogShooterGameMode, Log, "AuthToken: {0}", GetValueOrHash(GameLiftConfig.AuthTokenResult.Value));
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}
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else
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{
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@@ -117,7 +236,7 @@ void AShooterGameMode::LogAnywhereFleetParameters()
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*GameLiftConfig.AuthTokenResult.ErrorMessage,
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{
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FStringFormatArg(GetTokenName(GameLiftConfig.AuthTokenResult)),
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FStringFormatArg(AuthDisplay)
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FStringFormatArg(GetValueOrHash(GameLiftConfig.AuthTokenResult.Value)),
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}
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)
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);
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@@ -193,4 +312,43 @@ void AShooterGameMode::LogAnywhereFleetParameters()
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{
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UE_LOGFMT(LogShooterGameMode, Error, "Anywhere Fleet Parameters Load FAILED....");
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}
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}
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}
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void AShooterGameMode::LogServerParameters(const FServerParameters& InServerParameters)
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{
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UE_LOGFMT(LogShooterGameMode, Log, ">>>> WebSocket URL: {WebSocketUrl}", InServerParameters.m_webSocketUrl);
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UE_LOGFMT(LogShooterGameMode, Log, ">>>> Fleet ID: {FleetId}", InServerParameters.m_fleetId);
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UE_LOGFMT(LogShooterGameMode, Log, ">>>> Process ID: {ProcessId}", InServerParameters.m_processId);
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UE_LOGFMT(LogShooterGameMode, Log, ">>>> Host ID (Compute Name): {HostId}", InServerParameters.m_hostId);
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UE_LOGFMT(LogShooterGameMode, Log, ">>>> Auth Token: {AuthToken}", GetValueOrHash(InServerParameters.m_authToken));
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if (!InServerParameters.m_awsRegion.IsEmpty())
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{
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UE_LOGFMT(LogShooterGameMode, Log, ">>>> Aws Region: {AwsRegion}", InServerParameters.m_awsRegion);
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}
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if (!InServerParameters.m_accessKey.IsEmpty())
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{
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UE_LOGFMT(LogShooterGameMode, Log, ">>>> Access Key: {AccessKey}", GetValueOrHash(InServerParameters.m_accessKey));
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}
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if (!InServerParameters.m_secretKey.IsEmpty())
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{
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UE_LOGFMT(LogShooterGameMode, Log, ">>>> Secret Key: {SecretKey}", GetValueOrHash(InServerParameters.m_secretKey));
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}
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if (!InServerParameters.m_sessionToken.IsEmpty())
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{
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UE_LOGFMT(LogShooterGameMode, Log, ">>>> Session Token: {SessionToken}", GetValueOrHash(InServerParameters.m_sessionToken));
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}
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}
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FString AShooterGameMode::GetValueOrHash(const FString& Value)
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{
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#if UE_BUILD_DEBUG || UE_BUILD_DEVELOPMENT
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return Value;
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#else
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return TEXT("HASH:") + GetSHA256Hash(Value);
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#endif
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}
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@@ -14,6 +14,7 @@ struct FServerParameters;
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struct FGameLiftConfig
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{
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bool bIsAnywhereFleet = false;
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bool bAllOptionsFound = false;
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int32 ServerPort = 7777;
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@@ -48,4 +49,9 @@ private:
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bool GetAnywhereFleetParameters(const FString& CommandLineString);
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void LogAnywhereFleetParameters();
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static void LogServerParameters(const FServerParameters& InServerParameters);
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static FString GetValueOrHash(const FString& Value);
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TSharedPtr<FProcessParameters> ProcessParameters;
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// TSharedPtr<FServerParameters> ServerParameters;
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};
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