Initial Commit - Lesson 31 (Commit #1)

This commit is contained in:
Norman Lansing
2026-02-24 22:39:26 -05:00
commit 9591e7f503
4631 changed files with 1019212 additions and 0 deletions

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include "GameLiftMetrics.h"
#include "GameLiftMetricsTypes.h"
#include "GameLiftMetricsConfig.h"
#include "UnrealStatCollector.h"
#include "TickableCollector.h"
#include "GameLiftServerSDK.h"
#include "aws/gamelift/server/GameLiftServerAPI.h"
#include "Sockets.h"
#include "SocketSubsystem.h"
#include "IPAddress.h"
#include "Common/UdpSocketBuilder.h"
#include <aws/gamelift/metrics/GlobalMetricsProcessor.h>
#if PLATFORM_LINUX
#include <unistd.h>
#endif
FString FGameLiftMetricsModule::CurrentGameSessionId;
FThreadSafeCounter FGameLiftMetricsModule::CurrentPlayerCount(0);
FGameLiftMetricsModule& FGameLiftMetricsModule::Load()
{
return FModuleManager::LoadModuleChecked<FGameLiftMetricsModule>(FName("GameLiftMetrics"));
}
FGameLiftMetricsModule& FGameLiftMetricsModule::Get()
{
return FModuleManager::GetModuleChecked<FGameLiftMetricsModule>(FName("GameLiftMetrics"));
}
FGameLiftMetricsModule* FGameLiftMetricsModule::GetPtr()
{
return FModuleManager::GetModulePtr<FGameLiftMetricsModule>(FName("GameLiftMetrics"));
}
#if WITH_GAMELIFT_METRICS
namespace
{
const TCHAR* GAMELIFT_METRICS_FLEET_ID = TEXT("GAMELIFT_SDK_FLEET_ID");
const TCHAR* GAMELIFT_METRICS_PROCESS_ID = TEXT("GAMELIFT_SDK_PROCESS_ID");
GAMELIFT_METRICS_DECLARE_GAUGE(MetricMaxPlayers, "server_max_players", Aws::GameLift::Metrics::Server, Aws::GameLift::Metrics::SampleAll());
GAMELIFT_METRICS_DEFINE_GAUGE(MetricMaxPlayers);
GAMELIFT_METRICS_DECLARE_GAUGE(MetricPlayers, "server_players", Aws::GameLift::Metrics::Server, Aws::GameLift::Metrics::SampleAll());
GAMELIFT_METRICS_DEFINE_GAUGE(MetricPlayers);
GAMELIFT_METRICS_DECLARE_COUNTER(MetricServerCrashes, "game_server_crashes", Aws::GameLift::Metrics::Server, Aws::GameLift::Metrics::SampleAll());
GAMELIFT_METRICS_DEFINE_COUNTER(MetricServerCrashes);
}
void FGameLiftMetricsModule::StartupModule() {}
void FGameLiftMetricsModule::ShutdownModule()
{
// Terminate here just in case the user forgot.
Terminate();
}
void FGameLiftMetricsModule::StartMetricsCollector()
{
FPlatformMisc::SetCrashHandler(&FGameLiftMetricsModule::CrashHandler);
bMetricsRunning = true;
auto *Module = FGameLiftMetricsModule::GetPtr();
if (!Module)
{
UE_LOG(LogGameLiftMetrics, Error, TEXT("GameLiftMetrics module no longer loaded."));
return;
}
/*
* Begin ticking the collector.
*/
const bool bComputeFallbackGameThreadTime = !STATS;
Module->Collector.Reset(new FTickableCollector(bComputeFallbackGameThreadTime));
/*
* Create stats collector.
*/
if (STATS)
{
Module->UnrealStatCollector = TSharedPtr<FUnrealStatCollector>(new FUnrealStatCollector());
Module->UnrealStatCollector->Subscribe();
}
UE_LOG(LogGameLiftMetrics, Log, TEXT("GameLift metrics initialized successfully."));
}
void FGameLiftMetricsModule::Initialize()
{
if (GIsEditor) return;
// Initialize GameLift Server SDK metrics
auto& ServerSDKModule = FModuleManager::LoadModuleChecked<FGameLiftServerSDKModule>("GameLiftServerSDK");
auto InitResult = ServerSDKModule.InitMetrics();
if (!InitResult.IsSuccess())
{
UE_LOG(LogGameLiftMetrics, Error, TEXT("Failed to initialize GameLift metrics: %s"), *InitResult.GetError().m_errorMessage);
return;
}
StartMetricsCollector();
}
void FGameLiftMetricsModule::Initialize(const FMetricsParameters& metricsParameters)
{
if (GIsEditor) return;
// Initialize GameLift Server SDK metrics with parameters
auto& ServerSDKModule = FModuleManager::LoadModuleChecked<FGameLiftServerSDKModule>("GameLiftServerSDK");
auto InitResult = ServerSDKModule.InitMetrics(metricsParameters);
if (!InitResult.IsSuccess())
{
UE_LOG(LogGameLiftMetrics, Error, TEXT("Failed to initialize GameLift metrics with parameters: %s"), *InitResult.GetError().m_errorMessage);
return;
}
StartMetricsCollector();
}
void FGameLiftMetricsModule::Terminate()
{
if (GIsEditor) { return; }
if (UnrealStatCollector)
{
UnrealStatCollector->Unsubscribe();
UnrealStatCollector.Reset();
}
Collector.Reset();
UE_LOG(LogGameLiftMetrics, Log, TEXT("GameLift metrics terminated successfully."));
}
void FGameLiftMetricsModule::OnStartGameSession(const Aws::GameLift::Server::Model::GameSession& Session)
{
if (GIsEditor) { return; }
// Store the session ID regardless of metrics being enabled
CurrentGameSessionId = FString(Session.GetGameSessionId());
CurrentPlayerCount.Set(0);
const UGameLiftMetricsConfig& Config = UGameLiftMetricsConfig::Get();
if (!Config.bEnableMetrics)
{
UE_LOG(LogGameLiftMetrics, Verbose, TEXT("Metrics disabled: Skipping OnStartGameSession metrics"));
return;
}
GAMELIFT_METRICS_SET(MetricMaxPlayers, Session.GetMaximumPlayerSessionCount());
GAMELIFT_METRICS_RESET(MetricPlayers);
}
void FGameLiftMetricsModule::OnAcceptPlayerSession()
{
if (GIsEditor) { return; }
// Always track player count even if metrics are disabled
int32 NewPlayerCount = CurrentPlayerCount.Increment();
const UGameLiftMetricsConfig& Config = UGameLiftMetricsConfig::Get();
if (!Config.bEnableMetrics)
{
return;
}
GAMELIFT_METRICS_SET(MetricPlayers, NewPlayerCount);
}
void FGameLiftMetricsModule::OnRemovePlayerSession()
{
if (GIsEditor) { return; }
// Always track player count even if metrics are disabled
int32 NewPlayerCount = CurrentPlayerCount.Decrement();
if (NewPlayerCount < 0)
{
CurrentPlayerCount.Set(0);
NewPlayerCount = 0;
}
const UGameLiftMetricsConfig& Config = UGameLiftMetricsConfig::Get();
if (!Config.bEnableMetrics)
{
return;
}
GAMELIFT_METRICS_SET(MetricPlayers, NewPlayerCount);
}
void FGameLiftMetricsModule::ReEmitMetrics()
{
if (GIsEditor) { return; }
const UGameLiftMetricsConfig& Config = UGameLiftMetricsConfig::Get();
if (!Config.bEnableMetrics)
{
return;
}
GAMELIFT_METRICS_SET(MetricPlayers, CurrentPlayerCount.GetValue());
}
void FGameLiftMetricsModule::CrashHandler(const FGenericCrashContext& GenericContext)
{
UE_LOG(LogGameLiftMetrics, Log, TEXT("Server crashed, CrashHandler being called..."));
const UGameLiftMetricsConfig& Config = UGameLiftMetricsConfig::Get();
if (!Config.bEnableMetrics)
{
UE_LOG(LogGameLiftMetrics, Log, TEXT("Metrics disabled: Skipping crash metrics"));
return;
}
if (!CurrentGameSessionId.IsEmpty())
{
UE_LOG(LogGameLiftMetrics, Log, TEXT("Incrementing crash metrics for session: %s"), *CurrentGameSessionId);
GAMELIFT_METRICS_INCREMENT(MetricServerCrashes);
GAMELIFT_METRICS_TAG_SET(MetricServerCrashes, "game_session_id", TCHAR_TO_UTF8(*CurrentGameSessionId));
UE_LOG(LogGameLiftMetrics, Log, TEXT("Crash metrics incremented"));
// Force process the metrics
UE_LOG(LogGameLiftMetrics, Log, TEXT("Sending crash metrics..."));
Aws::GameLift::Metrics::MetricsProcess();
// Small sleep to allow the metrics to be sent
UE_LOG(LogGameLiftMetrics, Log, TEXT("Waiting for metrics to send..."));
FPlatformProcess::Sleep(0.2f);
UE_LOG(LogGameLiftMetrics, Log, TEXT("Crash metrics incremented and processed"));
}
else
{
UE_LOG(LogGameLiftMetrics, Warning, TEXT("Server crashed with no active game session"));
}
}
bool FGameLiftMetricsModule::SetMetricsEnabled(bool bEnable)
{
if (GIsEditor)
{
UE_LOG(LogGameLiftMetrics, Warning, TEXT("Cannot enable/disable metrics in editor - only applicable in game server"));
return false;
}
// If the state is already what's requested, no change needed
if (bEnable == bMetricsRunning)
{
UE_LOG(LogGameLiftMetrics, Log, TEXT("Metrics already %s, no change needed"),
bEnable ? TEXT("enabled") : TEXT("disabled"));
return true;
}
// Get current configuration and check current state
UGameLiftMetricsConfig* Config = const_cast<UGameLiftMetricsConfig*>(&UGameLiftMetricsConfig::Get());
if (bEnable)
{
// Enable metrics
UE_LOG(LogGameLiftMetrics, Log, TEXT("Enabling GameLift metrics at runtime"));
// Initialize with default parameters
Initialize();
// Flag is set inside Initialize method based on success
return bMetricsRunning;
}
else
{
// Disable metrics
UE_LOG(LogGameLiftMetrics, Log, TEXT("Disabling GameLift metrics at runtime"));
// Terminate metrics system
Terminate();
Config->bEnableMetrics = false;
bMetricsRunning = false;
return true;
}
}
bool FGameLiftMetricsModule::IsMetricsEnabled() const
{
return bMetricsRunning;
}
#else
void FGameLiftMetricsModule::StartupModule() {}
void FGameLiftMetricsModule::ShutdownModule() {}
void FGameLiftMetricsModule::Initialize() {}
void FGameLiftMetricsModule::Initialize(const FMetricsParameters& metricsParameters) {}
void FGameLiftMetricsModule::Terminate() {}
void FGameLiftMetricsModule::OnStartGameSession(const Aws::GameLift::Server::Model::GameSession& Session) {}
void FGameLiftMetricsModule::OnAcceptPlayerSession() {}
void FGameLiftMetricsModule::OnRemovePlayerSession() {}
void FGameLiftMetricsModule::ReEmitMetrics() {}
bool FGameLiftMetricsModule::SetMetricsEnabled(bool bEnable) { return false; }
bool FGameLiftMetricsModule::IsMetricsEnabled() const { return false; }
#endif // WITH_GAMELIFT_METRICS
IMPLEMENT_MODULE(FGameLiftMetricsModule, GameLiftMetrics)

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include "GameLiftMetricsConfig.h"
const UGameLiftMetricsConfig& UGameLiftMetricsConfig::Get()
{
UGameLiftMetricsConfig* CDO = Cast<UGameLiftMetricsConfig>(StaticClass()->GetDefaultObject());
check(IsValid(CDO));
return *CDO;
}

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include "GameLiftMetricsTypes.h"
DEFINE_LOG_CATEGORY(LogGameLiftMetrics);

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include "MemoryStats.h"
#include "Engine.h"
#include "EngineStats.h"
namespace Aws {
namespace GameLift {
namespace Metrics {
GAMELIFT_METRICS_DEFINE_GAUGE(MetricMemoryPhysicalTotal);
GAMELIFT_METRICS_DEFINE_GAUGE(MetricMemoryPhysicalAvailable);
GAMELIFT_METRICS_DEFINE_GAUGE(MetricMemoryPhysicalUsed);
GAMELIFT_METRICS_DEFINE_GAUGE(MetricMemoryVirtualTotal);
GAMELIFT_METRICS_DEFINE_GAUGE(MetricMemoryVirtualAvailable);
GAMELIFT_METRICS_DEFINE_GAUGE(MetricMemoryVirtualUsed);
}
}
}
void FMemoryStats::Collect()
{
auto MemoryStats = FPlatformMemory::GetStats();
GAMELIFT_METRICS_SET(Aws::GameLift::Metrics::MetricMemoryPhysicalTotal, MemoryStats.TotalPhysical);
GAMELIFT_METRICS_SET(Aws::GameLift::Metrics::MetricMemoryPhysicalAvailable, MemoryStats.AvailablePhysical);
GAMELIFT_METRICS_SET(Aws::GameLift::Metrics::MetricMemoryPhysicalUsed, MemoryStats.UsedPhysical);
GAMELIFT_METRICS_SET(Aws::GameLift::Metrics::MetricMemoryVirtualTotal, MemoryStats.TotalVirtual);
GAMELIFT_METRICS_SET(Aws::GameLift::Metrics::MetricMemoryVirtualAvailable, MemoryStats.AvailableVirtual);
GAMELIFT_METRICS_SET(Aws::GameLift::Metrics::MetricMemoryVirtualUsed, MemoryStats.UsedVirtual);
}

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include "GameLiftMetricsTypes.h"
namespace Aws {
namespace GameLift {
namespace Metrics {
GAMELIFT_METRICS_DECLARE_GAUGE(MetricMemoryPhysicalTotal, "server_mem_physical_total", Aws::GameLift::Metrics::Server, Aws::GameLift::Metrics::SampleAll());
GAMELIFT_METRICS_DECLARE_GAUGE(MetricMemoryPhysicalAvailable, "server_mem_physical_available", Aws::GameLift::Metrics::Server, Aws::GameLift::Metrics::SampleAll());
GAMELIFT_METRICS_DECLARE_GAUGE(MetricMemoryPhysicalUsed, "server_mem_physical_used", Aws::GameLift::Metrics::Server, Aws::GameLift::Metrics::SampleAll());
GAMELIFT_METRICS_DECLARE_GAUGE(MetricMemoryVirtualTotal, "server_mem_virtual_total", Aws::GameLift::Metrics::Server, Aws::GameLift::Metrics::SampleAll());
GAMELIFT_METRICS_DECLARE_GAUGE(MetricMemoryVirtualAvailable, "server_mem_virtual_available", Aws::GameLift::Metrics::Server, Aws::GameLift::Metrics::SampleAll());
GAMELIFT_METRICS_DECLARE_GAUGE(MetricMemoryVirtualUsed, "server_mem_virtual_used", Aws::GameLift::Metrics::Server, Aws::GameLift::Metrics::SampleAll());
}
}
}
class FMemoryStats
{
public:
void Collect();
};

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include "NetworkStats.h"
#include "Engine/NetDriver.h"
#include "Engine.h"
namespace Aws {
namespace GameLift {
namespace Metrics {
GAMELIFT_METRICS_DEFINE_GAUGE(MetricConnectionCount);
GAMELIFT_METRICS_DEFINE_COUNTER(MetricBytesIn);
GAMELIFT_METRICS_DEFINE_COUNTER(MetricBytesOut);
GAMELIFT_METRICS_DEFINE_COUNTER(MetricPacketsIn);
GAMELIFT_METRICS_DEFINE_COUNTER(MetricPacketsInLost);
GAMELIFT_METRICS_DEFINE_COUNTER(MetricPacketsOut);
GAMELIFT_METRICS_DEFINE_COUNTER(MetricPacketsOutLost);
}
}
}
FNetworkStats::FNetworkStats()
{
if (auto NetDriver = GetNetDriver())
{
LastInBytes = NetDriver->InTotalBytes;
LastOutBytes = NetDriver->OutTotalBytes;
LastInPackets = NetDriver->InTotalPackets;
LastOutPackets = NetDriver->OutTotalPackets;
LastInPacketsLost = NetDriver->InTotalPacketsLost;
LastOutPacketsLost = NetDriver->OutTotalPacketsLost;
}
}
void FNetworkStats::Collect()
{
if (auto NetDriver = GetNetDriver())
{
GAMELIFT_METRICS_ADD(Aws::GameLift::Metrics::MetricBytesIn, NetDriver->InTotalBytes - LastInBytes);
GAMELIFT_METRICS_ADD(Aws::GameLift::Metrics::MetricBytesOut, NetDriver->OutTotalBytes - LastOutBytes);
GAMELIFT_METRICS_ADD(Aws::GameLift::Metrics::MetricPacketsIn, NetDriver->InTotalPackets - LastInPackets);
GAMELIFT_METRICS_ADD(Aws::GameLift::Metrics::MetricPacketsOut, NetDriver->OutTotalPackets - LastOutPackets);
GAMELIFT_METRICS_ADD(Aws::GameLift::Metrics::MetricPacketsInLost, NetDriver->InTotalPacketsLost - LastInPacketsLost);
GAMELIFT_METRICS_ADD(Aws::GameLift::Metrics::MetricPacketsOutLost, NetDriver->OutTotalPacketsLost - LastOutPacketsLost);
LastInBytes = NetDriver->InTotalBytes;
LastOutBytes = NetDriver->OutTotalBytes;
LastInPackets = NetDriver->InTotalPackets;
LastOutPackets = NetDriver->OutTotalPackets;
LastInPacketsLost = NetDriver->InTotalPacketsLost;
LastOutPacketsLost = NetDriver->OutTotalPacketsLost;
GAMELIFT_METRICS_SET(Aws::GameLift::Metrics::MetricConnectionCount, NetDriver->ClientConnections.Num());
}
else
{
UE_LOG(LogGameLiftMetrics, Error, TEXT("Net driver is null. Cannot log network metrics."));
}
}
const UNetDriver* FNetworkStats::GetNetDriver() const
{
UEngine* Engine = GEngine;
if (!IsValid(Engine))
{
UE_LOG(LogGameLiftMetrics, Error, TEXT("Engine pointer is not valid when retrieving net driver."));
return nullptr;
}
const auto& WorldContexts = Engine->GetWorldContexts();
if (WorldContexts.Num() == 0)
{
// no worlds are loaded
// generally can only be true before everything is fully initialized
UE_LOG(LogGameLiftMetrics, Error, TEXT("No world is loaded when retrieving net driver."));
return nullptr;
}
// Only one world context should be present outside Editor.
// (editor has multiple)
// Refer to FWorldContext comment in Engine.h
const FWorldContext& WorldContext = WorldContexts[0];
check(WorldContext.WorldType == EWorldType::Game);
// In theory multiple net drivers might be present.
// One will be for gameplay but additional ones might be opened for non-gameplay traffic.
// Might be null during initialisation.
if (WorldContext.ActiveNetDrivers.Num() == 0)
{
UE_LOG(LogGameLiftMetrics, Error, TEXT("No active net drivers. Cannot acquire network metrics."));
return nullptr;
}
return WorldContext.ActiveNetDrivers[0].NetDriver;
}

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include "GameLiftMetricsTypes.h"
class UNetDriver;
namespace Aws {
namespace GameLift {
namespace Metrics {
GAMELIFT_METRICS_DECLARE_GAUGE(MetricConnectionCount, "server_connections", Aws::GameLift::Metrics::Server, Aws::GameLift::Metrics::SampleAll());
GAMELIFT_METRICS_DECLARE_COUNTER(MetricBytesIn, "server_bytes_in", Aws::GameLift::Metrics::Server, Aws::GameLift::Metrics::SampleAll());
GAMELIFT_METRICS_DECLARE_COUNTER(MetricBytesOut, "server_bytes_out", Aws::GameLift::Metrics::Server, Aws::GameLift::Metrics::SampleAll());
GAMELIFT_METRICS_DECLARE_COUNTER(MetricPacketsIn, "server_packets_in", Aws::GameLift::Metrics::Server, Aws::GameLift::Metrics::SampleAll());
GAMELIFT_METRICS_DECLARE_COUNTER(MetricPacketsInLost, "server_packets_in_lost", Aws::GameLift::Metrics::Server, Aws::GameLift::Metrics::SampleAll());
GAMELIFT_METRICS_DECLARE_COUNTER(MetricPacketsOut, "server_packets_out", Aws::GameLift::Metrics::Server, Aws::GameLift::Metrics::SampleAll());
GAMELIFT_METRICS_DECLARE_COUNTER(MetricPacketsOutLost, "server_packets_out_lost", Aws::GameLift::Metrics::Server, Aws::GameLift::Metrics::SampleAll());
}
}
}
class FNetworkStats
{
public:
FNetworkStats();
void Collect();
private:
const UNetDriver* GetNetDriver() const;
private:
int32 LastInBytes = 0;
int32 LastOutBytes = 0;
int32 LastInPackets = 0;
int32 LastOutPackets = 0;
int32 LastInPacketsLost = 0;
int32 LastOutPacketsLost = 0;
};

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include "TickableCollector.h"
#include "TimeStats.h"
#include "GameLiftMetrics.h"
#include "Misc/App.h"
namespace Aws {
namespace GameLift {
namespace Metrics {
GAMELIFT_METRICS_DEFINE_GAUGE(MetricServerUp);
}
}
}
#if WITH_GAMELIFT_METRICS
void FTickableCollector::Tick(float)
{
GAMELIFT_METRICS_SET(Aws::GameLift::Metrics::MetricServerUp, 1);
NetworkStats.Collect();
MemoryStats.Collect();
const double DeltaTime = FApp::GetDeltaTime();
GAMELIFT_METRICS_SET_SEC(Aws::GameLift::Metrics::MetricGameDeltaTime, DeltaTime);
if (bComputeFallbackGameThreadTime)
{
const double EstimatedGameThreadTime = DeltaTime - FApp::GetIdleTime();
GAMELIFT_METRICS_SET_SEC(Aws::GameLift::Metrics::MetricGameTickTime, EstimatedGameThreadTime);
}
// Re-emit specific metrics so that they don't go stale.
// Grafana reports no data for the metric after 5 minutes of it being stale.
FGameLiftMetricsModule::Get().ReEmitMetrics();
Aws::GameLift::Metrics::MetricsProcess();
}
#else
void FTickableCollector::Tick(float) {}
#endif // WITH_GAMELIFT_METRICS
TStatId FTickableCollector::GetStatId() const
{
return TStatId{};
}

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include "CoreMinimal.h"
#include "Tickable.h"
#include "GameLiftMetricsTypes.h"
#include "NetworkStats.h"
#include "MemoryStats.h"
namespace Aws {
namespace GameLift {
namespace Metrics {
GAMELIFT_METRICS_DECLARE_GAUGE(MetricServerUp, "server_up", Aws::GameLift::Metrics::Server, Aws::GameLift::Metrics::SampleAll());
}
}
}
class FTickableCollector : public FTickableGameObject
{
public:
FTickableCollector(bool bComputeFallbackGameThreadTime)
: bComputeFallbackGameThreadTime(bComputeFallbackGameThreadTime) {}
// FTickableGameObject
virtual void Tick(float) override;
virtual bool IsTickable() const override { return true; }
virtual bool IsTickableWhenPaused() const override { return true; }
virtual bool IsTickableInEditor() const override { return false; }
virtual ETickableTickType GetTickableTickType() const override { return ETickableTickType::Always; }
virtual TStatId GetStatId() const override;
// ~FTickableGameObject
private:
bool bComputeFallbackGameThreadTime = false;
FNetworkStats NetworkStats;
FMemoryStats MemoryStats;
};

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include "TimeStats.h"
namespace Aws {
namespace GameLift {
namespace Metrics {
GAMELIFT_METRICS_DEFINE_TIMER(MetricGameDeltaTime);
GAMELIFT_METRICS_DEFINE_TIMER(MetricGameTickTime);
GAMELIFT_METRICS_DEFINE_TIMER(MetricWorldTickTime);
}
}
}

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include "GameLiftMetricsTypes.h"
namespace Aws {
namespace GameLift {
namespace Metrics {
/**
* Server time-step in milliseconds.
*
* This is the time between consecutive ticks.
*
* When the server is under performing, this will exceed the target tick rate,
* otherwise it should hover in its vicinity.
*
* To compute the tick rate, compute the reciprocal: (1000 / server_delta_time)
*/
GAMELIFT_METRICS_DECLARE_TIMER(
MetricGameDeltaTime, "server_delta_time",
Aws::GameLift::Metrics::Server,
Aws::GameLift::Metrics::SampleAll(),
Aws::GameLift::Metrics::Percentiles(0.5, 0.9, 0.95)
);
/**
* The time it takes to process a single tick.
*
* A subset of delta time.
* server_tick_time <= server_delta_time at all times. Typically (much) smaller.
*
* This is the time it takes to actually process the tick. The remaining
* time-step duration is spent waiting for the next tick.
*/
GAMELIFT_METRICS_DECLARE_TIMER(
MetricGameTickTime, "server_tick_time",
Aws::GameLift::Metrics::Server,
Aws::GameLift::Metrics::SampleAll(),
Aws::GameLift::Metrics::Percentiles(0.5, 0.9, 0.95)
);
/**
* The time it takes to process the world update.
*
* A subset of tick time.
*
* This is the time it takes to process the Actors and Blueprints in the
* currently loaded Map. The remainder of server_tick_time is spent in
* other engine subsystems like network replication or physics.
*
* Only available in Debug or Development builds, or Shipping builds with
* USE_FORCE_STATS=1.
*/
GAMELIFT_METRICS_DECLARE_TIMER(
MetricWorldTickTime,
"server_world_tick_time",
Aws::GameLift::Metrics::Server,
Aws::GameLift::Metrics::SampleAll(),
Aws::GameLift::Metrics::Percentiles(0.5, 0.9, 0.95)
);
}
}
}

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include "UnrealStatCollector.h"
#include "Runtime/Launch/Resources/Version.h"
#include "TimeStats.h"
#include "Async/TaskGraphInterfaces.h"
#include "Stats/Stats.h"
#include "Stats/StatsData.h"
#include "EngineStats.h"
#if STATS
namespace
{
#if ENGINE_MAJOR_VERSION >= 5
void IncrementStatsRefCount()
{
StatsPrimaryEnableAdd();
}
void DecrementStatsRefCount()
{
StatsPrimaryEnableSubtract();
}
#else
void IncrementStatsRefCount()
{
StatsMasterEnableAdd();
}
void DecrementStatsRefCount()
{
StatsMasterEnableSubtract();
}
#endif
}
void FUnrealStatCollector::Subscribe()
{
IncrementStatsRefCount();
/*
* From 5.2.0 onwards, UE_STATS_THREAD_AS_PIPE is undefined and the only way to
* access the stat system is via the new API.
*
* Between 5.0.0 and 5.2.0, UE_STATS_THREAD_AS_PIPE enables new API. If it is 0,
* the old API can be used.
*
* See UE engine source commits 10b5e05d00df4f23d3b75f6af5ec08f8ae0e8618
* 327a94d1a4e021714f2c3ca820fe9ed5606465bf
* d48f6660b807c7377926cffd12020645f91772f8
*
* All references to UE_STATS_THREAD_AS_PIPE are removed in
* d48f6660b807c7377926cffd12020645f91772f8.
*/
#if ENGINE_MAJOR_VERSION >= 5 && (ENGINE_MINOR_VERSION >= 2 || UE_STATS_THREAD_AS_PIPE)
{
auto& StatsState = FStatsThreadState::GetLocalState();
StatsState.NewFrameDelegate.AddSP(this, &FUnrealStatCollector::OnNewFrame);
}
#else
FSimpleDelegateGraphTask::CreateAndDispatchWhenReady
(
FSimpleDelegateGraphTask::FDelegate::CreateLambda(
[WeakCollector = TWeakPtr<FUnrealStatCollector>(this->AsShared())]() {
if (!WeakCollector.IsValid()) { return; }
auto& StatsState = FStatsThreadState::GetLocalState();
StatsState.NewFrameDelegate.AddSP(WeakCollector.Pin().Get(), &FUnrealStatCollector::OnNewFrame);
}
),
TStatId{},
nullptr,
/*
* StatsThread is deprecated since 5.0
*
* Need to verify post-5.0 behaviour but:
* - 4.27 to 5.0 should use the current method to subscribe to NewFrameDelegate
* - 5.0 on can subscribe from game thread directly. (See FThreadStats::bUseThreadAsPipe)
*/
ENamedThreads::StatsThread
);
#endif // UE_STATS_THREAD_AS_PIPE
}
void FUnrealStatCollector::Unsubscribe()
{
DecrementStatsRefCount();
}
void FUnrealStatCollector::OnNewFrame(int64 Frame)
{
TArray<FStatMessage> OutStats;
auto& Stats = FStatsThreadState::GetLocalState();
Stats.GetInclusiveAggregateStackStats(Frame, OutStats);
for (auto& Message : OutStats)
{
// GetShortName() is expensive and we're calling it for every stat.
// In practice: we'll stick filter by GetRawName first and stick things in a hashmap
// might also be able to compare FName indices
FName ShortName = Message.NameAndInfo.GetShortName();
// Robustness: we can check the value type from message before blindly grabbing duration (or other types)
// Consult EngineStats.h for stat names
// (There's also many other stats in other subsystems.)
if (ShortName == TEXT("STAT_GameEngineTick"))
{
GAMELIFT_METRICS_SET_MS(Aws::GameLift::Metrics::MetricGameTickTime, FPlatformTime::ToMilliseconds(Message.GetValue_Duration()));
}
else if (ShortName == TEXT("STAT_WorldTickTime"))
{
GAMELIFT_METRICS_SET_MS(Aws::GameLift::Metrics::MetricWorldTickTime, FPlatformTime::ToMilliseconds(Message.GetValue_Duration()));
}
}
}
#else
void FUnrealStatCollector::Subscribe() {}
void FUnrealStatCollector::Unsubscribe() {}
void FUnrealStatCollector::OnNewFrame(int64 Frame) {}
#endif // STATS

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include "CoreMinimal.h"
class FUnrealStatCollector : public TSharedFromThis<FUnrealStatCollector>
{
public:
/**
* Subscribes to NewFrameDelegate in Unreal stats system.
*/
void Subscribe();
/**
* Unsubscribes from NewFrameDelegate in Unreal stats system.
*/
void Unsubscribe();
void OnNewFrame(int64 Frame);
};