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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// Fill out your copyright notice in the Description page of Project Settings.
#include "Game/MatchGameState.h"
#include "Player/MatchPlayerState.h"
AMatchGameState::AMatchGameState()
{
Leaders = TArray<TObjectPtr<AMatchPlayerState>>();
bHasFirstBloodBeenHad = false;
}
AMatchPlayerState* AMatchGameState::GetLeader() const
{
if (Leaders.Num() == 1)
{
return Leaders[0];
}
return nullptr;
}
void AMatchGameState::UpdateLeader()
{
TArray<APlayerState*> SortedPlayers = PlayerArray;
SortedPlayers.Sort([](const APlayerState& A, const APlayerState& B)
{
const AMatchPlayerState* PlayerA = Cast<AMatchPlayerState>(&A);
const AMatchPlayerState* PlayerB = Cast<AMatchPlayerState>(&B);
return PlayerA->GetScoredElims() > PlayerB->GetScoredElims();
});
Leaders.Empty();
if (SortedPlayers.Num() > 0)
{
int32 HighestScore = 0;
for (APlayerState* PlayerState : SortedPlayers)
{
AMatchPlayerState* Player = Cast<AMatchPlayerState>(PlayerState);
if (IsValid(Player))
{
int32 PlayerScore = Player->GetScoredElims();
// On the first iteration, set the highest score
if (Leaders.Num() == 0)
{
HighestScore = PlayerScore;
Leaders.Add(Player);
}
else if (PlayerScore == HighestScore)
{
Leaders.Add(Player); // Add to leaders if scores are tied
}
else
{
break; // As it's sorted, no need to check further
}
}
}
}
bHasFirstBloodBeenHad = true;
}
bool AMatchGameState::IsTiedForTheLead(AMatchPlayerState* PlayerState)
{
if (Leaders.Contains(PlayerState)) return true;
return false;
}
void AMatchGameState::BeginPlay()
{
Super::BeginPlay();
}

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// Fill out your copyright notice in the Description page of Project Settings.
#include "Game/ShooterGameMode.h"
#include "UObject/ConstructorHelpers.h"
#include "Kismet/GameplayStatics.h"
#if WITH_GAMELIFT
#include "GameLiftServerSDKModels.h"
#endif
#include "GenericPlatform/GenericPlatformOutputDevices.h"
#include "Misc/TypeContainer.h"
DEFINE_LOG_CATEGORY(LogShooterGameMode)
AShooterGameMode::AShooterGameMode()
{
UE_LOG(LogShooterGameMode, Log, TEXT("Initializing ShooterGameMode..."));
}
void AShooterGameMode::BeginPlay()
{
Super::BeginPlay();
#if WITH_GAMELIFT
InitGameLift();
#endif
}
#if WITH_GAMELIFT
void AShooterGameMode::SetServerParameters(TSharedPtr<FServerParameters> OutServerParameters)
{
// AuthToken returned from the "aws gamelift get-compute-auth-token" API. Note this will expire and require a new call to the API after 15 minutes.
FString GameLiftAnywhereAuthToken = "";
if (FParse::Value(FCommandLine::Get(), TEXT("-authtoken="), GameLiftAnywhereAuthToken))
{
OutServerParameters->m_authToken = TCHAR_TO_UTF8(*GameLiftAnywhereAuthToken);
}
else
{
UE_LOG(LogShooterGameMode, Warning, TEXT("-authtoken not found in command line."));
}
// The Host/compute-name of the GameLift Anywhere instance
FString GameLiftAnywhereHostId = "";
if (FParse::Value(FCommandLine::Get(), TEXT("-hostid="), GameLiftAnywhereHostId))
{
OutServerParameters->m_hostId = TCHAR_TO_UTF8(*GameLiftAnywhereHostId);
}
else
{
UE_LOG(LogShooterGameMode, Warning, TEXT("-hostid not found in command line."));
}
// The AnywhereFleet ID.
FString GameLiftAnywhereFleetId = "";
if (FParse::Value(FCommandLine::Get(), TEXT("-fleetid="), GameLiftAnywhereFleetId))
{
OutServerParameters->m_fleetId = TCHAR_TO_UTF8(*GameLiftAnywhereFleetId);
}
else
{
UE_LOG(LogShooterGameMode, Warning, TEXT("-fleetid not found in command line."));
}
// The WebSocket URL (GameLiftServiceSdkEndpoint)
FString GameLiftAnywhereWebSocketUrl = "";
if (FParse::Value(FCommandLine::Get(), TEXT("-websocketurl="), GameLiftAnywhereWebSocketUrl))
{
OutServerParameters->m_webSocketUrl = TCHAR_TO_UTF8(*GameLiftAnywhereWebSocketUrl);
}
else
{
UE_LOG(LogShooterGameMode, Warning, TEXT("-websocketurl not found in command line."));
}
// The PID of the running process
OutServerParameters->m_processId = FString::Printf(TEXT("%d"), GetCurrentProcessId());
}
void AShooterGameMode::LogServerParameters(TSharedPtr<FServerParameters> ServerParameters)
{
// Log Server Parameters
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_YELLOW);
UE_LOG(LogShooterGameMode, Log, TEXT(">>>> WebSocket URL: %s"), *ServerParameters->m_webSocketUrl);
UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Fleet ID: %s"), *ServerParameters->m_fleetId);
UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Process ID: %s"), *ServerParameters->m_processId);
UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Host ID (Compute Name): %s"), *ServerParameters->m_hostId);
UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Auth Token: %s"), *ServerParameters->m_authToken);
// UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Aws Region: %s"), *ServerParameters.m_awsRegion);
// UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Access Key: %s"), *ServerParameters.m_accessKey);
// UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Secret Key: %s"), *ServerParameters.m_secretKey);
// UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Session Token: %s"), *ServerParameters.m_sessionToken);
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE);
}
#endif
void AShooterGameMode::ParseCommandLinePort(int32& OutPort)
{
TArray<FString> CommandLineTokens;
TArray<FString> CommandLineSwitches;
FCommandLine::Parse(FCommandLine::Get(), CommandLineTokens, CommandLineSwitches);
for (FString SwitchStr : CommandLineSwitches)
{
FString Key;
FString Value;
if (SwitchStr.Split("=", &Key, &Value))
{
if (Key.Equals(TEXT("port"), ESearchCase::IgnoreCase))
{
OutPort = FCString::Atoi(*Value);
return;
}
}
}
}
void AShooterGameMode::InitGameLift()
{
#if WITH_GAMELIFT
UE_LOG(LogShooterGameMode, Log, TEXT("Calling InitGameLift"));
// Getting the module first.
FGameLiftServerSDKModule* GameLiftSdkModule = &FModuleManager::LoadModuleChecked<FGameLiftServerSDKModule>(FName("GameLiftServerSDK"));
//Define the server parameters for a GameLift Anywhere fleet. These are not needed for a GameLift managed EC2 fleet.
FServerParameters ServerParameters;
bool bIsAnywhereActive = false;
if (FParse::Param(FCommandLine::Get(), TEXT("glAnywhere")))
{
bIsAnywhereActive = true;
}
if (bIsAnywhereActive)
{
UE_LOG(LogShooterGameMode, Log, TEXT("Configuring server parameters for Anywhere..."));
// If GameLift Anywhere is enabled, parse command line arguments and pass them in the ServerParameters object.
SetServerParameters(MakeShared<FServerParameters>(ServerParameters));
LogServerParameters(MakeShared<FServerParameters>(ServerParameters));
}
UE_LOG(LogShooterGameMode, Log, TEXT("Initializing the GameLift Server..."));
// InitSDK will establish a local connection with GameLift's agent to enable futher communication
FGameLiftGenericOutcome InitSdkOutcome = GameLiftSdkModule->InitSDK(ServerParameters);
if (InitSdkOutcome.IsSuccess())
{
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_GREEN);
UE_LOG(LogShooterGameMode, Log, TEXT("GameLift Init SDK 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;
}
// Implement callback function onStartGameSession
// GameLift sends a game session activation request to the game server
// and passes a game session object with game properties and other settings.
// Here is where a game server takes action based on the game session object.
// When the game server is ready to receive incoming player connections,
// it invokes the server SDK call ActivateGameSession().
auto OnGameSession = [=](const Aws::GameLift::Server::Model::GameSession& InGameSession)
{
FString GameSessionId = FString(InGameSession.GetGameSessionId());
UE_LOG(LogShooterGameMode, Log, TEXT("GameSession Initializing: %s"), *GameSessionId);
GameLiftSdkModule->ActivateGameSession();
};
ProcessParameters->OnStartGameSession.BindLambda(OnGameSession);
auto OnTerminate = [=]()
{
UE_LOG(LogShooterGameMode, Log, TEXT("Game Server Process is terminating"));
GameLiftSdkModule->ProcessEnding();
};
ProcessParameters->OnTerminate.BindLambda(OnTerminate);
auto OnHealthCheck = [=]()
{
UE_LOG(LogShooterGameMode, Log, TEXT("Performing Health Check"));
return true;
};
ProcessParameters->OnHealthCheck.BindLambda(OnHealthCheck);
int32 Port = FURL::UrlConfig.DefaultPort;
ParseCommandLinePort(Port);
ProcessParameters->port = Port;
// Here, the game server tells GameLift where to find game session Log files.
// At the end of a game session, GameLift uploads everything in the specified
// location and stores it in the cloud for access later.
TArray<FString> LogFiles;
LogFiles.Add(TEXT("FPSTemplate/Saved/Logs/FPSTemplate.log"));
ProcessParameters->logParameters = LogFiles;
// The game server calls ProcessReady() to tell Amazon GameLift Servers it's ready to host game sessions.
UE_LOG(LogShooterGameMode, Log, TEXT("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_LOG(LogShooterGameMode, Log, TEXT("InitGameLift completed!"));
#endif
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "Game/ShooterGameModeBase.h"
#include "GameFramework/Character.h"
#include "GameFramework/PlayerStart.h"
#include "Kismet/GameplayStatics.h"
AShooterGameModeBase::AShooterGameModeBase()
{
RespawnTime = 2.f;
}
void AShooterGameModeBase::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void AShooterGameModeBase::StartPlayerElimination(float ElimTime, ACharacter* ElimmedCharacter,
APlayerController* VictimController, APlayerController* AttackerController)
{
FTimerDelegate ElimTimerDelegate;
FTimerHandle TimerHandle;
Timers.Add(VictimController, TimerHandle);
ElimTimerDelegate.BindLambda([this, ElimmedCharacter, VictimController, AttackerController]()
{
PlayerEliminated(ElimmedCharacter, VictimController, AttackerController);
GetWorldTimerManager().ClearTimer(Timers[VictimController]);
Timers.Remove(VictimController);
});
GetWorldTimerManager().SetTimer(TimerHandle, ElimTimerDelegate, ElimTime + RespawnTime, false);
}
void AShooterGameModeBase::PlayerEliminated(ACharacter* ElimmedCharacter, APlayerController* VictimController,
APlayerController* AttackerController)
{
RequestRespawn(ElimmedCharacter, VictimController);
}
void AShooterGameModeBase::RequestRespawn(ACharacter* ElimmedCharacter, AController* ElimmedController)
{
if (ElimmedCharacter)
{
ElimmedCharacter->Reset();
ElimmedCharacter->Destroy();
}
if (ElimmedController)
{
TArray<AActor*> PlayerStarts;
UGameplayStatics::GetAllActorsOfClass(this, APlayerStart::StaticClass(), PlayerStarts);
int32 Selection = FMath::RandRange(0, PlayerStarts.Num() - 1);
RestartPlayerAtPlayerStart(ElimmedController, PlayerStarts[Selection]);
}
}