Lesson 55 - Dedicated Servers Game Mode

This commit is contained in:
Norman Lansing
2026-03-15 08:53:18 -04:00
parent 3e61d4cec0
commit 2ec989d34a
14 changed files with 93 additions and 114 deletions

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@@ -4,7 +4,7 @@ CommonUI.Debug.CheckGameViewportClientValid=0
[/Script/EngineSettings.GameMapsSettings]
GameDefaultMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap
EditorStartupMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap
GlobalDefaultGameMode=/Game/Blueprints/Game/BP_ShooterGameMode.BP_ShooterGameMode_C
GlobalDefaultGameMode=/Game/Blueprints/Game/BP_ShooterGameModeBase.BP_ShooterGameModeBase_C
ServerDefaultMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
@@ -186,3 +186,4 @@ DefaultPort=7777
+EnumRedirects=(OldName="/Script/FPSTemplate.EvalidationError",NewName="/Script/FPSTemplate.EValidationError")
+FunctionRedirects=(OldName="/Script/FPSTemplate.GameLiftValidators.LogValidataErrorMessage",NewName="/Script/FPSTemplate.GameLiftValidators.LogValidationErrorMessage")
;+PropertyRedirects=(OldName="/Script/FPSTemplate.CommandLineArgs.Arguments",NewName="/Script/FPSTemplate.CommandLineArgs.CmdArguments")

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@@ -58,10 +58,6 @@
{
"Name": "PerforceSourceControl",
"Enabled": false
},
{
"Name": "GameLiftPlugin",
"Enabled": true
}
]
}

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@@ -20,7 +20,20 @@ public class DedicatedServers : ModuleRules
PrivateDependencyModuleNames.AddRange(new string[]
{
"Slate",
"SlateCore"
"SlateCore",
"OpenSSL"
});
// Adds in the plugin for GameLiftServerSDK if it is the server build.
if (Target.Type == TargetType.Server)
{
PublicDependencyModuleNames.Add("GameLiftServerSDK");
}
else
{
PublicDefinitions.Add("WITH_GAMELIFT=0");
}
bEnableExceptions = true;
}
}

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@@ -1,33 +1,21 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Game/ShooterGameMode.h"
#include "GenericPlatform/GenericPlatformMisc.h"
#include "Containers/UnrealString.h"
#include "GameLiftClpTypes.h"
#include "GameLift/GameLiftClp.h"
#include "DedicatedServers/Public/Game/DS_GameMode.h"
#include "openssl/sha.h"
#include "GameLift/GameLiftClp.h"
#if WITH_GAMELIFT
#include "GameLiftServerSDK.h"
#include "GameLiftServerSDKModels.h"
#endif
DEFINE_LOG_CATEGORY(LogDS_GameMode);
DEFINE_LOG_CATEGORY(LogShooterGameMode);
// Function implementations.
AShooterGameMode::AShooterGameMode()
{
}
void AShooterGameMode::BeginPlay()
void ADS_GameMode::BeginPlay()
{
Super::BeginPlay();
#if WITH_GAMELIFT
InitGameLift();
#endif
}
void AShooterGameMode::InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage)
void ADS_GameMode::InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage)
{
Super::InitGame(MapName, Options, ErrorMessage);
CachedCommandLine = FCommandLine::Get();
@@ -35,25 +23,25 @@ void AShooterGameMode::InitGame(const FString& MapName, const FString& Options,
const FPortResult PortResult = cmdlineparser::details::GetConfiguredOrDefaultPort(CachedCommandLine, TEXT("port"));;
if (PortResult.bUsedDefaultPort)
{
UE_LOGFMT (LogShooterGameMode, Warning, "{0}", PortResult.WarningMessage);
UE_LOGFMT (LogDS_GameMode, Warning, "{0}", PortResult.WarningMessage);
}
GameLiftConfig.ServerPort = PortResult.Port;
if (FParse::Param(*CachedCommandLine, TEXT("glAnywhereFleet")))
{
UE_LOGFMT(LogShooterGameMode, Log, "Fleet type: Anywhere");
UE_LOGFMT(LogDS_GameMode, Log, "Fleet type: Anywhere");
GameLiftConfig.bIsAnywhereFleet = true;
GameLiftConfig.bAllOptionsFound = GetAnywhereFleetParameters(CachedCommandLine);
LogAnywhereFleetParameters();
}
else
{
UE_LOGFMT(LogShooterGameMode, Log, "Fleet type: EC2");
UE_LOGFMT(LogDS_GameMode, Log, "Fleet type: EC2");
// TODO: EC2 configuration
}
}
FString AShooterGameMode::GetSHA256Hash(const FString& InString)
FString ADS_GameMode::GetSHA256Hash(const FString& InString)
{
if (InString.IsEmpty())
@@ -76,16 +64,16 @@ FString AShooterGameMode::GetSHA256Hash(const FString& InString)
return Hash.ToString();
}
void AShooterGameMode::InitGameLift()
void ADS_GameMode::InitGameLift()
{
#if WITH_GAMELIFT
UE_LOGFMT(LogShooterGameMode, Log, "Calling InitGameLift...");
#if WITH_GAMELIFT
UE_LOGFMT(LogDS_GameMode, Log, "Calling InitGameLift...");
// Get the module first
FGameLiftServerSDKModule* GameLiftSdkModule = &FModuleManager::LoadModuleChecked<FGameLiftServerSDKModule>("GameLiftServerSDK");
FGameLiftGenericOutcome InitSdkOutcome;
UE_LOGFMT(LogShooterGameMode, Log, "Initializing the GameLift Server...");
UE_LOGFMT(LogDS_GameMode, Log, "Initializing the GameLift Server...");
if (GameLiftConfig.bIsAnywhereFleet)
{
// Define the server parameters for an Anywhere fleet. These are not needed for a GameLift managed EC2 fleet.
@@ -94,7 +82,7 @@ void AShooterGameMode::InitGameLift()
uint32 PID = FPlatformProcess::GetCurrentProcessId();
FString PIDString = FString::FromInt(static_cast<int32>(PID));
UE_LOGFMT(LogShooterGameMode, Log, "Configuring server parameters for Anywhere...");
UE_LOGFMT(LogDS_GameMode, 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));
@@ -113,17 +101,17 @@ void AShooterGameMode::InitGameLift()
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);
UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_GREEN);
UE_LOG(LogDS_GameMode, Log, TEXT("GameLift InitSDK succeeded!"));
UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_NONE);
}
else
{
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_RED);
UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: InitSDK failed : ("));
UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_RED);
UE_LOG(LogDS_GameMode, 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);
UE_LOG(LogDS_GameMode, Log, TEXT("ERROR: %s"), *GameLiftError.m_errorMessage);
UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_NONE);
return;
}
@@ -135,7 +123,7 @@ void AShooterGameMode::InitGameLift()
ProcessParameters->OnStartGameSession.BindLambda([=](Aws::GameLift::Server::Model::GameSession InGameSession)
{
const FString GameSessionId = FString(InGameSession.GetGameSessionId());
UE_LOG(LogShooterGameMode, Log, TEXT("GameSession Initializing: %s"), *GameSessionId);
UE_LOG(LogDS_GameMode, Log, TEXT("GameSession Initializing: %s"), *GameSessionId);
GameLiftSdkModule->ActivateGameSession();
});
@@ -144,24 +132,24 @@ void AShooterGameMode::InitGameLift()
//In this case, we simply tell Amazon GameLift Servers we are indeed going to shut down.
ProcessParameters->OnTerminate.BindLambda([=]()
{
UE_LOG(LogShooterGameMode, Log, TEXT("Game Server Process is terminating"));
UE_LOG(LogDS_GameMode, 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"));
UE_LOG(LogDS_GameMode, Log, TEXT("Server process ending successfully"));
}
else {
if (!processEndingOutcome.IsSuccess()) {
const FGameLiftError& error = processEndingOutcome.GetError();
UE_LOG(LogShooterGameMode, Error, TEXT("ProcessEnding() failed. Error: %s"),
UE_LOG(LogDS_GameMode, 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"),
UE_LOG(LogDS_GameMode, Error, TEXT("Destroy() failed. Error: %s"),
error.m_errorMessage.IsEmpty() ? TEXT("Unknown error") : *error.m_errorMessage);
}
}
@@ -177,7 +165,7 @@ void AShooterGameMode::InitGameLift()
//In this case, we're always healthy!
ProcessParameters->OnHealthCheck.BindLambda([]()
{
UE_LOG(LogShooterGameMode, Log, TEXT("Performing Health Check"));
UE_LOG(LogDS_GameMode, Log, TEXT("Performing Health Check"));
return true;
});
@@ -187,31 +175,31 @@ void AShooterGameMode::InitGameLift()
Logfiles.Add(TEXT("FPSTemplate/Saved/Log/server.log"));
ProcessParameters->logParameters = Logfiles;
UE_LOGFMT(LogShooterGameMode, Log, "Calling Process Ready...");
UE_LOGFMT(LogDS_GameMode, 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);
UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_GREEN);
UE_LOG(LogDS_GameMode, Log, TEXT("Process Ready!"));
UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_NONE);
}
else
{
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_RED);
UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: Process Ready Failed!"));
UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_RED);
UE_LOG(LogDS_GameMode, 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_LOG(LogDS_GameMode, Log, TEXT("ERROR: %s"), *ProcessReadyError.m_errorMessage);
UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_NONE);
return;
}
UE_LOGFMT(LogShooterGameMode, Log, "InitGameLift completed!");
UE_LOGFMT(LogDS_GameMode, Log, "InitGameLift completed!");
#endif
}
bool AShooterGameMode::GetAnywhereFleetParameters(const FString& CommandLineString)
bool ADS_GameMode::GetAnywhereFleetParameters(const FString& CommandLineString)
{
bool bAllAnywhereFleetParametersValid = true;
GameLiftConfig.AuthTokenResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::AuthToken);
@@ -229,7 +217,7 @@ bool AShooterGameMode::GetAnywhereFleetParameters(const FString& CommandLineStri
return bAllAnywhereFleetParametersValid;
}
void AShooterGameMode::LogAnywhereFleetParameters()
void ADS_GameMode::LogAnywhereFleetParameters()
{
// Lambda for getting the token name from token
auto GetTokenName = [](const cmdlineparser::details::FParseResult& Result) -> FString
@@ -237,15 +225,15 @@ void AShooterGameMode::LogAnywhereFleetParameters()
return cmdlineparser::details::CLI_TOKENS[static_cast<int32>(Result.Token)];
};
UE_LOGFMT(LogShooterGameMode, Log, "Anywhere Fleet Parameters:");
UE_LOGFMT(LogDS_GameMode, Log, "Anywhere Fleet Parameters:");
if (GameLiftConfig.AuthTokenResult.bIsValid)
{
UE_LOGFMT(LogShooterGameMode, Log, "AuthToken: {0}", GetValueOrHash(GameLiftConfig.AuthTokenResult.Value));
UE_LOGFMT(LogDS_GameMode, Log, "AuthToken: {0}", GetValueOrHash(GameLiftConfig.AuthTokenResult.Value));
}
else
{
UE_LOGFMT(
LogShooterGameMode,
LogDS_GameMode,
Error,
"AuthToken: {0}",
FString::Format(
@@ -260,12 +248,12 @@ void AShooterGameMode::LogAnywhereFleetParameters()
if (GameLiftConfig.FleetIdResult.bIsValid)
{
UE_LOGFMT(LogShooterGameMode, Log, "FleetId: {0}", GameLiftConfig.FleetIdResult.Value);
UE_LOGFMT(LogDS_GameMode, Log, "FleetId: {0}", GameLiftConfig.FleetIdResult.Value);
}
else
{
UE_LOGFMT(
LogShooterGameMode,
LogDS_GameMode,
Error,
"FleetId: {0}",
FString::Format(
@@ -280,12 +268,12 @@ void AShooterGameMode::LogAnywhereFleetParameters()
if (GameLiftConfig.HostIdResult.bIsValid)
{
UE_LOGFMT(LogShooterGameMode, Log, "HostId: {0}", GameLiftConfig.HostIdResult.Value);
UE_LOGFMT(LogDS_GameMode, Log, "HostId: {0}", GameLiftConfig.HostIdResult.Value);
}
else
{
UE_LOGFMT(
LogShooterGameMode,
LogDS_GameMode,
Error,
"HostId: {0}",
FString::Format(
@@ -300,12 +288,12 @@ void AShooterGameMode::LogAnywhereFleetParameters()
if (GameLiftConfig.WebSocketUrlResult.bIsValid)
{
UE_LOGFMT(LogShooterGameMode, Log, "WebSocketUrl: {0}", GameLiftConfig.WebSocketUrlResult.Value);
UE_LOGFMT(LogDS_GameMode, Log, "WebSocketUrl: {0}", GameLiftConfig.WebSocketUrlResult.Value);
}
else
{
UE_LOGFMT(
LogShooterGameMode,
LogDS_GameMode,
Error,
"WebSocketUrl: {0}",
FString::Format(
@@ -318,49 +306,48 @@ void AShooterGameMode::LogAnywhereFleetParameters()
);
}
UE_LOGFMT(LogShooterGameMode, Log, "Server Port: {0}", GameLiftConfig.ServerPort);
UE_LOGFMT(LogDS_GameMode, Log, "Server Port: {0}", GameLiftConfig.ServerPort);
if (GameLiftConfig.bAllOptionsFound)
{
UE_LOGFMT(LogShooterGameMode, Log, "Anywhere Fleet Parameters Loaded Successfully....");
UE_LOGFMT(LogDS_GameMode, Log, "Anywhere Fleet Parameters Loaded Successfully....");
}
else
{
UE_LOGFMT(LogShooterGameMode, Error, "Anywhere Fleet Parameters Load FAILED....");
UE_LOGFMT(LogDS_GameMode, Error, "Anywhere Fleet Parameters Load FAILED....");
}
}
void AShooterGameMode::LogServerParameters(const FServerParameters& InServerParameters)
void ADS_GameMode::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));
UE_LOGFMT(LogDS_GameMode, Log, ">>>> WebSocket URL: {WebSocketUrl}", InServerParameters.m_webSocketUrl);
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Fleet ID: {FleetId}", InServerParameters.m_fleetId);
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Process ID: {ProcessId}", InServerParameters.m_processId);
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Host ID (Compute Name): {HostId}", InServerParameters.m_hostId);
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Auth Token: {AuthToken}", GetValueOrHash(InServerParameters.m_authToken));
if (!InServerParameters.m_awsRegion.IsEmpty())
{
UE_LOGFMT(LogShooterGameMode, Log, ">>>> Aws Region: {AwsRegion}", InServerParameters.m_awsRegion);
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Aws Region: {AwsRegion}", InServerParameters.m_awsRegion);
}
if (!InServerParameters.m_accessKey.IsEmpty())
{
UE_LOGFMT(LogShooterGameMode, Log, ">>>> Access Key: {AccessKey}", GetValueOrHash(InServerParameters.m_accessKey));
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Access Key: {AccessKey}", GetValueOrHash(InServerParameters.m_accessKey));
}
if (!InServerParameters.m_secretKey.IsEmpty())
{
UE_LOGFMT(LogShooterGameMode, Log, ">>>> Secret Key: {SecretKey}", GetValueOrHash(InServerParameters.m_secretKey));
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Secret Key: {SecretKey}", GetValueOrHash(InServerParameters.m_secretKey));
}
if (!InServerParameters.m_sessionToken.IsEmpty())
{
UE_LOGFMT(LogShooterGameMode, Log, ">>>> Session Token: {SessionToken}", GetValueOrHash(InServerParameters.m_sessionToken));
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Session Token: {SessionToken}", GetValueOrHash(InServerParameters.m_sessionToken));
}
}
FString AShooterGameMode::GetValueOrHash(const FString& Value)
FString ADS_GameMode::GetValueOrHash(const FString& Value)
{
#if UE_BUILD_DEBUG || UE_BUILD_DEVELOPMENT
return Value;

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@@ -3,11 +3,11 @@
#pragma once
#include "CoreMinimal.h"
#include "GameLiftClpTypes.h"
#include "ShooterGameModeBase.h"
#include "ShooterGameMode.generated.h"
#include "DedicatedServers/Public/GameLiftClpTypes.h"
#include "GameFramework/GameMode.h"
#include "DS_GameMode.generated.h"
DECLARE_LOG_CATEGORY_EXTERN(LogShooterGameMode, Log, All);
DECLARE_LOG_CATEGORY_EXTERN(LogDS_GameMode, Log, All);
struct FProcessParameters;
struct FServerParameters;
@@ -25,16 +25,11 @@ struct FGameLiftConfig
cmdlineparser::details::FParseResult WebSocketUrlResult;
};
/**
*
*/
UCLASS()
class FPSTEMPLATE_API AShooterGameMode : public AShooterGameModeBase
class DEDICATEDSERVERS_API ADS_GameMode : public AGameMode
{
GENERATED_BODY()
public:
AShooterGameMode();
protected:
virtual void BeginPlay() override;
@@ -43,14 +38,13 @@ protected:
private:
FGameLiftConfig GameLiftConfig;
FString CachedCommandLine;
TSharedPtr<FProcessParameters> ProcessParameters;
static FString GetSHA256Hash(const FString& CommandLineString);
static FString GetSHA256Hash(const FString& InString);
void InitGameLift();
bool GetAnywhereFleetParameters(const FString& CommandLineString);
void LogAnywhereFleetParameters();
static void LogServerParameters(const FServerParameters& InServerParameters);
static FString GetValueOrHash(const FString& Value);
TSharedPtr<FProcessParameters> ProcessParameters;
};

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@@ -30,18 +30,6 @@ public class FPSTemplate : ModuleRules
"OpenSSL",
});
// Adds in the plugin for GameLiftServerSDK if it is the server build.
if (Target.Type == TargetType.Server)
{
PublicDependencyModuleNames.Add("GameLiftServerSDK");
}
else
{
PublicDefinitions.Add("WITH_GAMELIFT=0");
}
bEnableExceptions = true;
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });

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@@ -3,14 +3,14 @@
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameMode.h"
#include "Game/DS_GameMode.h"
#include "ShooterGameModeBase.generated.h"
/**
*
*/
UCLASS()
class FPSTEMPLATE_API AShooterGameModeBase : public AGameMode
class FPSTEMPLATE_API AShooterGameModeBase : public ADS_GameMode
{
GENERATED_BODY()
public: