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");
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));
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);
@@ -95,10 +97,14 @@ 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);
InitSdkOutcome = GameLiftSdkModule->InitSDK(ServerParametersForAnywhere);
}
else
{
InitSdkOutcome = GameLiftSdkModule->InitSDK();
}
if (InitSdkOutcome.IsSuccess())
{
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_GREEN);
@@ -152,6 +158,8 @@ void AShooterGameMode::InitGameLift()
error.m_errorMessage.IsEmpty() ? TEXT("Unknown error") : *error.m_errorMessage);
}
}
GLog->Flush();
FGenericPlatformMisc::RequestExit(false);
});
//This is the HealthCheck callback.
@@ -188,10 +196,11 @@ void AShooterGameMode::InitGameLift()
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
}