Added in namespace GameLiftValidators and methods
This commit is contained in:
@@ -3,6 +3,7 @@
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#include "Game/ShooterGameMode.h"
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#include "Logging/LogMacros.h"
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#include "Logging/StructuredLog.h"
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#if WITH_GAMELIFT
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#include "GameLiftServerSDK.h"
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@@ -10,6 +11,49 @@
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DEFINE_LOG_CATEGORY(LogShooterGameMode)
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namespace GameLiftValidators {
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const FRegexPattern FleetIdPattern(TEXT("^[a-z]*fleet-[a-zA-Z0-9\\-]+$"));
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const int32 FleetIdLengthMin = 1;
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const int32 FleetIdLengthMax = 128;
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const FString ServerRegionPattern(TEXT("^[a-z]{2}-[a-z]+-[0-9]$"));
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const int32 ServerRegionLengthMin = 3;
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const int32 ServerRegionLengthMax = 16;
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const FString WebSocketUrlPattern(TEXT("^(ws|wss):\\/\\/([0-9a-zA-Z.-]+)(:([1-9][0-9]{0,4}))?(\\/.*)?$"));
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const int32 WebSocketUrlLengthMin = 1;
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const int32 WebSocketUrlLengthMax = 128;
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const FString AuthTokenPattern(TEXT("^[A-Za-z0-9+/=]+$"));
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const int32 AuthTokenLengthMin = 20;
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const int32 AuthTokenLengthMax = 2048;
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const FString HostIdPattern(TEXT("^[a-z]*host-[a-zA-Z0-9\\-]+$"));
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const int32 HostIdLengthMin = 1;
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const int32 HostIdLengthMax = 128;
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const int32 ServerPortMin = 1026;
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const int32 ServerPortMax = 60000;
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const int32 WebSocketPortMin = 1;
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const int32 WebSocketPortMax = 60000;
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bool ValidateString(const FString& Value, const FRegexPattern* OptionalPattern, const int32 Min, const int32 Max)
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{
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if (Value.IsEmpty()) return false;
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if (OptionalPattern)
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{
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return FRegexMatcher(*OptionalPattern, Value).FindNext() &&
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Value.Len() >= Min &&
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Value.Len() <= Max;
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}
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else
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{
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return Value.Len() >= Min && Value.Len() <= Max;
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}
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}
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bool ValidateNumber(const int32 Value, const int32 Min, const int32 Max)
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{
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return Value >= Min && Value <= Max;
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}
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}
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AShooterGameMode::AShooterGameMode()
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{
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UE_LOG(LogShooterGameMode, Log, TEXT("Initializing ShooterGameMode..."));
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@@ -27,12 +71,46 @@ void AShooterGameMode::BeginPlay()
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void AShooterGameMode::InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage)
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{
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Super::InitGame(MapName, Options, ErrorMessage);
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UE_LOG(LogShooterGameMode, Log, TEXT("[%s] Parsing CLI"), *FDateTime::UtcNow().ToString(TEXT("%Y%m%d-%H%M%S")));
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CachedCommandLine = FCommandLine::Get();
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bool bIsCriticalError = false;
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// Parsing of Command Line
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bDebugMode = FParse::Param(*CachedCommandLine, TEXT("Debug"));
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GameLiftConfig.bDebugMode = FParse::Param(*CachedCommandLine, TEXT("Debug"));
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if (GameLiftConfig.bDebugMode)
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{
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UE_LOG(LogShooterGameMode, Log, TEXT("Debug mode: ENABLED"));
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#if UE_BUILD_DEBUG
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UE_LOG(LogShooterGameMode, Log, TEXT("Command Line Arguments: %s"), *CachedCommandLine);
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#endif
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}
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GameLiftConfig.ServerPort = GetConfiguredOrDefaultPort();
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GameLiftConfig.bIsAnywhereFleet = FParse::Param(*CachedCommandLine, TEXT("glAnywhere"));
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if (GameLiftConfig.bIsAnywhereFleet)
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{
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UE_LOGFMT(LogShooterGameMode, Log, "GameLift Anywhere Fleet Command Line Parsing");
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UE_LOGFMT(LogShooterGameMode, Log, "======Command Line Parameters======");
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UE_LOGFMT(LogShooterGameMode, Log, "===================================");
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}
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else
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{
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}
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}
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void AShooterGameMode::InitGame_original(const FString& MapName, const FString& Options, FString& ErrorMessage)
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{
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Super::InitGame(MapName, Options, ErrorMessage);
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UE_LOG(LogShooterGameMode, Log, TEXT("[%s] Parsing CLI"), *FDateTime::UtcNow().ToString(TEXT("%Y%m%d-%H%M%S")));
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CachedCommandLine = FCommandLine::Get();
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bool bIsCriticalError = false;
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if (bDebugMode)
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{
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@@ -207,8 +285,37 @@ FString AShooterGameMode::GetSHA256Hash(const FString& Input)
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return FString::Printf(TEXT("Fail_%dbytes"), Input.Len());
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}
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void AShooterGameMode::InitGameLift()
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bool AShooterGameMode::ParseAndOutputResult(const FString& InString, FString& OutValue, bool bRequired)
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{
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//TODO: Need to write later, working on parser first.
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// Returns True if it is a critical error, returns false
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if (!FParse::Value(*InString, TEXT("hostId="), HostId))
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{
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UE_LOG(LogShooterGameMode, Error, TEXT("HostId Missing in Command Line"));
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return bRequired;
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}
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else
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{
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UE_LOG(LogShooterGameMode, Log, TEXT("Host ID: %s"), *HostId);
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return false;
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}
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}
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bool AShooterGameMode::ValidateFleetId(const FString& InFleetId)
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{
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// FRegexMatcher Matcher(FleetIdPattern, InFleetId);
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// return Matcher.IsMatch() &&
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// InFleetId.Len() >= 10 &&
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// InFleetId.Len() < 128;
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return false;
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}
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void AShooterGameMode::InitGameLift()
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{
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#if WITH_GAMELIFT
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//TODO: Need to write later, working on parser first.
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#else
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UE_LOGFMT(LogShooterGameMode, Warning, "GameLift disabled");
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#endif
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}
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