Removed old code. Wrote new command line argument parser/cacher
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@@ -5,14 +5,13 @@
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#include "CoreMinimal.h"
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#include "ShooterGameModeBase.h"
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#if WITH_GAMELIFT
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#include "GameLiftServerSDK.h"
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#endif
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#include "ShooterGameMode.generated.h"
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DECLARE_LOG_CATEGORY_EXTERN(LogShooterGameMode, Log, All);
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struct FProcessParameters;
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struct FServerParameters;
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/**
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*
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*/
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@@ -23,25 +22,44 @@ class FPSTEMPLATE_API AShooterGameMode : public AShooterGameModeBase
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public:
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AShooterGameMode();
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protected:
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UPROPERTY(Config, BlueprintReadOnly)
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bool bIsAnywhereFleet = false;
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UPROPERTY(Config, BlueprintReadOnly)
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FString FleetId;
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UPROPERTY(Config, BlueprintReadOnly)
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FString AuthToken;
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UPROPERTY(Config, BlueprintReadOnly)
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FString HostId;
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UPROPERTY(Config, BlueprintReadOnly)
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FString WebSocketUrl;
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UPROPERTY(Config)
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FString ServerRegion;
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UPROPERTY(Config, BlueprintReadOnly)
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int32 ServerPort;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bDebugMode = false;
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virtual void BeginPlay() override;
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virtual void InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage) override;
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private:
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void InitGameLift();
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FString CachedCommandLine;
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TSharedPtr<FProcessParameters> ProcessParameters;
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TSharedPtr<FServerParameters> ServerParameters;
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int32 GetConfiguredOrDefaultPort() const;
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#if WITH_GAMELIFT
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bool SetParametersFromCommandLine(FServerParameters& OutServerParameters, FProcessParameters& OutProcessParameters);
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static void LogServerParameters(const FServerParameters& InServerParameters);
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void SetProcessIdOnServerParameters(FServerParameters& OutServerParameters);
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bool ValidateServerParameters(const FString& CommandLine, const FString& ParameterName, FString& OutValue, const bool bCritical = true);
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void LogServerSummary(const FServerParameters& InServerParameters, const FProcessParameters& InProcessParameters);
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void LogGameLiftServerSummary(bool bIsAnywhere, const FServerParameters& InServerParameters, const FProcessParameters& InProcessParameters);
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void BindGameLiftCallbackFunctions(FProcessParameters& ProcessParameters,
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FGameLiftServerSDKModule& GameLiftSdkModule);
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void InitiateProcessReady(FProcessParameters& ProcessParameters, FGameLiftServerSDKModule& GameLiftSdkModule);
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bool InitiateConnectionWithGameLiftAgent(FServerParameters& ServerParameters,
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FGameLiftServerSDKModule& GameLiftSdkModule);
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void InitGameLift();
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#endif
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};
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