New Shooter Game Mode Complete - Lesson 44 done.

This commit is contained in:
Norman Lansing
2026-03-12 21:31:36 -04:00
parent 51e89e8613
commit 23bcff131a
2 changed files with 174 additions and 10 deletions

View File

@@ -6,7 +6,10 @@
#include "GameLiftClpTypes.h" #include "GameLiftClpTypes.h"
#include "GameLift/GameLiftClp.h" #include "GameLift/GameLiftClp.h"
#include "openssl/sha.h" #include "openssl/sha.h"
#include "GameLiftServerSDK.h"
#include "GameLiftServerSDKModels.h"
#include "DSP/BufferDiagnostics.h"
#include "Misc/TypeContainer.h"
DEFINE_LOG_CATEGORY(LogShooterGameMode); DEFINE_LOG_CATEGORY(LogShooterGameMode);
@@ -33,6 +36,7 @@ void AShooterGameMode::InitGame(const FString& MapName, const FString& Options,
if (FParse::Param(*CachedCommandLine, TEXT("glAnywhereFleet"))) if (FParse::Param(*CachedCommandLine, TEXT("glAnywhereFleet")))
{ {
UE_LOGFMT(LogShooterGameMode, Log, "Fleet type: Anywhere"); UE_LOGFMT(LogShooterGameMode, Log, "Fleet type: Anywhere");
GameLiftConfig.bIsAnywhereFleet = true;
GameLiftConfig.bAllOptionsFound = GetAnywhereFleetParameters(CachedCommandLine); GameLiftConfig.bAllOptionsFound = GetAnywhereFleetParameters(CachedCommandLine);
LogAnywhereFleetParameters(); LogAnywhereFleetParameters();
} }
@@ -68,6 +72,127 @@ FString AShooterGameMode::GetSHA256Hash(const FString& InString)
void AShooterGameMode::InitGameLift() void AShooterGameMode::InitGameLift()
{ {
#if WITH_GAMELIFT
UE_LOGFMT(LogShooterGameMode, Log, "Calling InitGameLift...");
// Get the module first
FGameLiftServerSDKModule* GameLiftSdkModule = &FModuleManager::LoadModuleChecked<FGameLiftServerSDKModule>("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<int32>(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<FProcessParameters>();
//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<FString> 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) bool AShooterGameMode::GetAnywhereFleetParameters(const FString& CommandLineString)
@@ -96,16 +221,10 @@ void AShooterGameMode::LogAnywhereFleetParameters()
return cmdlineparser::details::CLI_TOKENS[static_cast<int32>(Result.Token)]; return cmdlineparser::details::CLI_TOKENS[static_cast<int32>(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:"); UE_LOGFMT(LogShooterGameMode, Log, "Anywhere Fleet Parameters:");
if (GameLiftConfig.AuthTokenResult.bIsValid) if (GameLiftConfig.AuthTokenResult.bIsValid)
{ {
UE_LOGFMT(LogShooterGameMode, Log, "AuthToken: {0}", AuthDisplay); UE_LOGFMT(LogShooterGameMode, Log, "AuthToken: {0}", GetValueOrHash(GameLiftConfig.AuthTokenResult.Value));
} }
else else
{ {
@@ -117,7 +236,7 @@ void AShooterGameMode::LogAnywhereFleetParameters()
*GameLiftConfig.AuthTokenResult.ErrorMessage, *GameLiftConfig.AuthTokenResult.ErrorMessage,
{ {
FStringFormatArg(GetTokenName(GameLiftConfig.AuthTokenResult)), FStringFormatArg(GetTokenName(GameLiftConfig.AuthTokenResult)),
FStringFormatArg(AuthDisplay) FStringFormatArg(GetValueOrHash(GameLiftConfig.AuthTokenResult.Value)),
} }
) )
); );
@@ -194,3 +313,42 @@ void AShooterGameMode::LogAnywhereFleetParameters()
UE_LOGFMT(LogShooterGameMode, Error, "Anywhere Fleet Parameters Load FAILED...."); UE_LOGFMT(LogShooterGameMode, Error, "Anywhere Fleet Parameters Load FAILED....");
} }
} }
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
}

View File

@@ -14,6 +14,7 @@ struct FServerParameters;
struct FGameLiftConfig struct FGameLiftConfig
{ {
bool bIsAnywhereFleet = false;
bool bAllOptionsFound = false; bool bAllOptionsFound = false;
int32 ServerPort = 7777; int32 ServerPort = 7777;
@@ -48,4 +49,9 @@ private:
bool GetAnywhereFleetParameters(const FString& CommandLineString); bool GetAnywhereFleetParameters(const FString& CommandLineString);
void LogAnywhereFleetParameters(); void LogAnywhereFleetParameters();
static void LogServerParameters(const FServerParameters& InServerParameters);
static FString GetValueOrHash(const FString& Value);
TSharedPtr<FProcessParameters> ProcessParameters;
// TSharedPtr<FServerParameters> ServerParameters;
}; };