Added in EC2 support and adjusted Anywhere if statement to allow EC2 and to clean uip variable placement.

This commit is contained in:
Norman Lansing
2026-03-13 07:19:41 -04:00
parent 23bcff131a
commit 554c94a778

View File

@@ -77,15 +77,17 @@ void AShooterGameMode::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));
FGameLiftGenericOutcome InitSdkOutcome;
UE_LOGFMT(LogShooterGameMode, 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.
FServerParameters ServerParametersForAnywhere;
uint32 PID = FPlatformProcess::GetCurrentProcessId();
FString PIDString = FString::FromInt(static_cast<int32>(PID));
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);
@@ -95,64 +97,70 @@ void AShooterGameMode::InitGameLift()
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;
}
InitSdkOutcome = GameLiftSdkModule->InitSDK(ServerParametersForAnywhere);
}
else
{
InitSdkOutcome = GameLiftSdkModule->InitSDK();
}
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();
});
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"));
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);
}
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);
}
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);
}
});
}
GLog->Flush();
FGenericPlatformMisc::RequestExit(false);
});
//This is the HealthCheck callback.
//Amazon GameLift Servers will invoke this callback every 60 seconds or so.
@@ -160,38 +168,39 @@ void AShooterGameMode::InitGameLift()
//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->OnHealthCheck.BindLambda([]()
{
UE_LOG(LogShooterGameMode, Log, TEXT("Performing Health Check"));
return true;
});
ProcessParameters->port = GameLiftConfig.ServerPort;
ProcessParameters->port = GameLiftConfig.ServerPort;
TArray<FString> Logfiles;
Logfiles.Add(TEXT("FPSTemplate/Saved/Log/server.log"));
ProcessParameters->logParameters = Logfiles;
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);
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!");
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);
return;
}
UE_LOGFMT(LogShooterGameMode, Log, "InitGameLift completed!");
#endif
}