3 Commits

Author SHA1 Message Date
Norman Lansing
ade2a38d7c Basic parsing completed, next step is to refactor the InitGame function. 2026-03-04 09:54:18 -05:00
Norman Lansing
ebf932882b Removed old code. Wrote new command line argument parser/cacher 2026-03-04 06:40:59 -05:00
Norman Lansing
13daff916c Lesson 44 - Deleting the Fleet (EC2), all working at this point. 2026-03-03 18:27:04 -05:00
3 changed files with 195 additions and 452 deletions

View File

@@ -53,6 +53,10 @@
{ {
"Name": "PerforceSourceControl", "Name": "PerforceSourceControl",
"Enabled": false "Enabled": false
},
{
"Name": "GameLiftPlugin",
"Enabled": true
} }
] ]
} }

View File

@@ -2,18 +2,12 @@
#include "Game/ShooterGameMode.h" #include "Game/ShooterGameMode.h"
#include "Logging/LogMacros.h"
#include "DSP/BufferDiagnostics.h"
#include "UObject/ConstructorHelpers.h"
#include "Kismet/GameplayStatics.h"
#if WITH_GAMELIFT #if WITH_GAMELIFT
#include "GameLiftServerSDKModels.h" #include "GameLiftServerSDK.h"
#endif #endif
#include "GenericPlatform/GenericPlatformOutputDevices.h"
#include "Misc/TypeContainer.h"
DEFINE_LOG_CATEGORY(LogShooterGameMode) DEFINE_LOG_CATEGORY(LogShooterGameMode)
AShooterGameMode::AShooterGameMode() AShooterGameMode::AShooterGameMode()
@@ -24,272 +18,197 @@ AShooterGameMode::AShooterGameMode()
void AShooterGameMode::BeginPlay() void AShooterGameMode::BeginPlay()
{ {
Super::BeginPlay(); Super::BeginPlay();
#if WITH_GAMELIFT #if WITH_GAMELIFT
InitGameLift(); InitGameLift();
#endif #endif
} }
#if WITH_GAMELIFT void AShooterGameMode::InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage)
// ReSharper disable once CppMemberFunctionMayBeConst - cannot be const due to FCommandLine::Get() and UE_LOG with non-const log category
bool AShooterGameMode::SetParametersFromCommandLine(FServerParameters& OutServerParameters,
FProcessParameters& OutProcessParameters)
{ {
bool bCriticalFault = false; Super::InitGame(MapName, Options, ErrorMessage);
UE_LOG(LogShooterGameMode, Log, TEXT("[%s] Parsing CLI"), *FDateTime::UtcNow().ToString(TEXT("%Y%m%d-%H%M%S")));
CachedCommandLine = FCommandLine::Get();
bool bIsCriticalError = false;
FString CommandLine = FCommandLine::Get(); // Parsing of Command Line
UE_LOG(LogShooterGameMode, Log, TEXT(">>> Command Line: %s"), *CommandLine); bDebugMode = FParse::Param(*CachedCommandLine, TEXT("Debug"));
// Checks if param exists (returns bool) if (bDebugMode)
{
// 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. UE_LOG(LogShooterGameMode, Log, TEXT("Debug mode: ENABLED"));
bCriticalFault |= ValidateServerParameters(CommandLine, TEXT("authtoken"),OutServerParameters.m_authToken); #if UE_BUILD_DEBUG
UE_LOG(LogShooterGameMode, Log, TEXT("Command Line Arguments: %s"), *CachedCommandLine);
// The Host/compute-name of the GameLift Anywhere instance
bCriticalFault |= ValidateServerParameters(CommandLine, TEXT("hostid"),OutServerParameters.m_hostId);
// The AnywhereFleet ID.
bCriticalFault |= ValidateServerParameters(CommandLine, TEXT("fleetid"),OutServerParameters.m_fleetId);
// The WebSocket URL (GameLiftServiceSdkEndpoint)
bCriticalFault |= ValidateServerParameters(CommandLine, TEXT("websocketurl"),OutServerParameters.m_webSocketUrl);
// The port being used, uses UE system default if not entered as a switch
OutProcessParameters.port = FURL::UrlConfig.DefaultPort;
FParse::Value(*CommandLine, TEXT("port="), OutProcessParameters.port);
LogServerSummary(OutServerParameters,OutProcessParameters);
return bCriticalFault;
}
void AShooterGameMode::LogServerParameters(const FServerParameters& InServerParameters)
{
// Log Server Parameters
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_YELLOW);
UE_LOG(LogShooterGameMode, Log, TEXT(">>>> WebSocket URL: %s"), *InServerParameters.m_webSocketUrl);
UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Fleet ID: %s"), *InServerParameters.m_fleetId);
UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Process ID: %s"), *InServerParameters.m_processId);
UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Host ID (Compute Name): %s"), *InServerParameters.m_hostId);
UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Auth Token: %s"), *InServerParameters.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);
}
void AShooterGameMode::SetProcessIdOnServerParameters(FServerParameters& OutServerParameters)
{
// The PID of the running process
#if PLATFORM_WINDOWS
OutServerParameters.m_processId = FString::Printf(TEXT("%d"), GetCurrentProcessId());
#else
OutServerParameters.m_processId = FString::Printf(TEXT("%d"), FGenericPlatformProcess::GetCurrentProcessId());
#endif #endif
}
bool AShooterGameMode::ValidateServerParameters(const FString& CommandLine, const FString& ParameterName,
FString& OutValue, const bool bCritical)
{
if (!FParse::Value(*CommandLine, *FString::Printf(TEXT("%s="), *ParameterName), OutValue))
{
UE_LOG(LogShooterGameMode, Warning, TEXT("-%s not found"), *ParameterName);
return bCritical;
} }
return false;
}
void AShooterGameMode::LogServerSummary(const FServerParameters& InServerParameters, ServerPort = GetConfiguredOrDefaultPort();
const FProcessParameters& InProcessParameters)
{
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_YELLOW);
UE_LOG(LogShooterGameMode, Log, TEXT("=== SERVER STARTUP SUMMARY ==="));
UE_LOG(LogShooterGameMode, Log, TEXT("Port: %d"), InProcessParameters.port);
// Inline validation of ServerParams bIsAnywhereFleet = FParse::Param(*CachedCommandLine, TEXT("glAnywhere"));
bool bAllValid = !InServerParameters.m_authToken.IsEmpty() && if (bIsAnywhereFleet)
!InServerParameters.m_hostId.IsEmpty() &&
!InServerParameters.m_fleetId.IsEmpty() &&
!InServerParameters.m_webSocketUrl.IsEmpty();
UE_LOG(LogShooterGameMode, Log, TEXT("All Anywhere params: %s"),
bAllValid ? TEXT("VALID ✓") : TEXT("MISSING ❌"));
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE);
}
void AShooterGameMode::BindGameLiftCallbackFunctions(FProcessParameters& ProcessParameters, FGameLiftServerSDKModule& GameLiftSdkModule)
{
// 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().
ProcessParameters.OnStartGameSession.BindLambda([this, &GameLiftSdkModule](Aws::GameLift::Server::Model::GameSession InGameSession)
{ {
FString GameSessionId = FString(InGameSession.GetGameSessionId()); UE_LOG(LogShooterGameMode, Log, TEXT("GameLift Anywhere Fleet Command Line Parsing"));
UE_LOG(LogShooterGameMode, Log, TEXT("GameSession Initializing: %s"), *GameSessionId); UE_LOG(LogShooterGameMode, Log, TEXT("======Command Line Parameters======"));
FGameLiftGenericOutcome ActivateGameSessionOutcome = GameLiftSdkModule.ActivateGameSession();
if (ActivateGameSessionOutcome.IsSuccess()) if (!FParse::Value(*CachedCommandLine, TEXT("fleetID="), FleetId))
{ {
UE_LOG(LogShooterGameMode, Log, TEXT("Activate GameSession successful")); UE_LOG(LogShooterGameMode, Error, TEXT("FleetId Missing in Command Line"));
bIsCriticalError = true;
} }
else else
{ {
const FGameLiftError& Error = ActivateGameSessionOutcome.GetError(); UE_LOG(LogShooterGameMode, Log, TEXT("Fleet ID: %s"), *FleetId);
UE_LOG(LogShooterGameMode, Error, TEXT("ActivateGameSession() failed. Error: %s"), Error.m_errorMessage.IsEmpty() ? TEXT("Unknown Error") : *Error.m_errorMessage);
FPlatformMisc::RequestExit(true);
} }
});
ProcessParameters.OnTerminate.BindLambda([this, &GameLiftSdkModule]() if (!FParse::Value(*CachedCommandLine, TEXT("authtoken="), AuthToken))
{
FGameLiftGenericOutcome ProcessEndingOutcome = GameLiftSdkModule.ProcessEnding();
FGameLiftGenericOutcome DestroyOutcome = GameLiftSdkModule.Destroy();
if (ProcessEndingOutcome.IsSuccess() && DestroyOutcome.IsSuccess())
{ {
UE_LOG(LogShooterGameMode, Log, TEXT("Server process ending successfully")); UE_LOG(LogShooterGameMode, Error, TEXT("AuthToken Missing in Command Line"));
FPlatformMisc::RequestExit(false); bIsCriticalError = true;
} }
else else
{ {
if (!ProcessEndingOutcome.IsSuccess()) if (bDebugMode)
{ {
const FGameLiftError& Error = ProcessEndingOutcome.GetError(); FString TokenHash = GetSHA256Hash(AuthToken);
UE_LOG(LogShooterGameMode, Error, TEXT("ProcessEnding() failed. Error: %s"), Error.m_errorMessage.IsEmpty() ? TEXT("Unknown Error") : *Error.m_errorMessage); UE_LOG(LogShooterGameMode, Log, TEXT("AuthToken: %s"), *TokenHash);
} }
if (!DestroyOutcome.IsSuccess()) else
{ {
const FGameLiftError& Error = DestroyOutcome.GetError(); UE_LOG(LogShooterGameMode, Log, TEXT("AuthToken Length: %d"), AuthToken.Len());
UE_LOG(LogShooterGameMode, Error, TEXT("Destroy() failed. Error: %s"), Error.m_errorMessage.IsEmpty() ? TEXT("Unknown error") : *Error.m_errorMessage);
} }
FPlatformMisc::RequestExit(true);
} }
}); if (!FParse::Value(*CachedCommandLine, TEXT("hostId="), HostId))
{
UE_LOG(LogShooterGameMode, Error, TEXT("HostId Missing in Command Line"));
bIsCriticalError = true;
}
else
{
UE_LOG(LogShooterGameMode, Log, TEXT("Host ID: %s"), *HostId);
}
if (!FParse::Value(*CachedCommandLine, TEXT("websocketUrl="), WebSocketUrl))
{
UE_LOG(LogShooterGameMode, Error, TEXT("WebSocketUrl Missing in Command Line"));
bIsCriticalError = true;
}
else
{
UE_LOG(LogShooterGameMode, Log, TEXT("Websocket URL: %s"), *WebSocketUrl);
ProcessParameters.OnHealthCheck.BindLambda([=]() bool bValidWebSocket = WebSocketUrl.StartsWith(TEXT("wss://")) || WebSocketUrl.StartsWith(TEXT("ws://"));
{
return true;
});
// Here, the game server tells GameLift where to find game session Log files. if (bValidWebSocket)
// At the end of a game session, GameLift uploads everything in the specified {
// location and stores it in the cloud for access later. int32 ColonPos = WebSocketUrl.Find(TEXT(":"), ESearchCase::CaseSensitive);
int32 SlashPos = WebSocketUrl.Find(TEXT("/"), ESearchCase::CaseSensitive, ESearchDir::FromStart, ColonPos + 1);
TArray<FString> LogFiles; int32 ParsedPort = 443; // Default wss
FString LogDirectory =FPaths::ProjectSavedDir() / TEXT("Logs"); if (WebSocketUrl.StartsWith(TEXT("ws://"))) ParsedPort = 80;
FString LogFile = LogDirectory / TEXT("GameLiftServer.log");
LogFiles.Add(LogFile);
UE_LOG(LogShooterGameMode, Log, TEXT("Before Adding Log Files")); if (ColonPos != INDEX_NONE && SlashPos != INDEX_NONE)
ProcessParameters.logParameters = LogFiles; {
} FString PortStr = WebSocketUrl.Mid(ColonPos + 1, SlashPos - ColonPos - 1);
int32 ExplicitPort = FCString::Atoi(*PortStr);
if (ExplicitPort > 1024 && ExplicitPort <= 65535) // Privileged ports OK for servers
{
ParsedPort = ExplicitPort;
}
else
{
bValidWebSocket = false; // Invalid explicit port
}
}
void AShooterGameMode::InitiateProcessReady(FProcessParameters& ProcessParameters, FGameLiftServerSDKModule& GameLiftSdkModule) UE_LOG(LogShooterGameMode, Log, TEXT("WebSocket Parsed Port: %d"), ParsedPort);
{ }
// 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()) if (!bValidWebSocket)
{ {
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_GREEN); UE_LOG(LogShooterGameMode, Error, TEXT("Invalid WebSocketUrl: %s"), *WebSocketUrl);
UE_LOG(LogShooterGameMode, Log, TEXT("Process Ready!")); bIsCriticalError = true;
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE); }
}
if (ServerPort == 0)
{
UE_LOG(LogShooterGameMode, Error, TEXT("Invalid or Missing Server Port Number. Shutting Down."));
bIsCriticalError = true;
}
else
{
UE_LOG(LogShooterGameMode, Log, TEXT("Port: %d"), ServerPort);
}
if (!FParse::Value(*CachedCommandLine, TEXT("serverRegion="), ServerRegion))
{
UE_LOG(LogShooterGameMode, Warning, TEXT("ServerRegion Missing in Command Line"));
}
else
{
UE_LOG(LogShooterGameMode, Log, TEXT(">>>Server Region: %s"), *ServerRegion);
}
UE_LOG(LogShooterGameMode, Log, TEXT("==================================="));
} }
else else
{ {
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_RED); UE_LOG(LogShooterGameMode, Log, TEXT("GameLift EC2 Fleet"));
UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: Process Ready Failed!")); if (ServerPort == 0)
FGameLiftError ProcessReadyError = ProcessReadyOutcome.GetError(); {
UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: %s"), *ProcessReadyError.m_errorMessage); UE_LOG(LogShooterGameMode, Error, TEXT("Invalid or Missing Server Port Number. Shutting Down."));
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE); bIsCriticalError = true;
}
else
{
UE_LOG(LogShooterGameMode, Log, TEXT("Port: %d"), ServerPort);
}
} }
UE_LOG(LogShooterGameMode, Log, TEXT("InitGameLift completed!")); if (bIsCriticalError)
}
bool AShooterGameMode::InitiateConnectionWithGameLiftAgent(FServerParameters& ServerParameters, FGameLiftServerSDKModule& GameLiftSdkModule)
{
// InitSDK will establish a local connection with GameLift's agent to enable further communication
FGameLiftGenericOutcome InitSdkOutcome = GameLiftSdkModule.InitSDK(ServerParameters);
if (InitSdkOutcome.IsSuccess())
{ {
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_GREEN); UE_LOG(LogShooterGameMode, Error, TEXT("Critical Missing or Invalid Arguments in Command Line. Shutting Down."));
UE_LOG(LogShooterGameMode, Log, TEXT("GameLift Init SDK Succeeded")); FPlatformMisc::RequestExit(true);
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE);
} }
else else
{ {
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_RED); UE_LOG(LogShooterGameMode, Log, TEXT("Command Line Parsed Successfully."));
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 true;
} }
return false;
} }
#endif int32 AShooterGameMode::GetConfiguredOrDefaultPort() const
{
// Default Unreal Engine listen/dedicated server port
int32 Port = 7777;
// Check if a port was passed via command line: -port=xxxx
int32 CmdPort = 0;
if (FParse::Value(*CachedCommandLine, TEXT("port="), CmdPort))
{
if (CmdPort > 1024 && CmdPort <= 65535)
{
Port = CmdPort;
}
else
{
Port = 0;
}
}
return Port;
}
FString AShooterGameMode::GetSHA256Hash(const FString& Input)
{
FTCHARToUTF8 Utf8Input(Input);
FSHA256Signature Hash;
if (FPlatformMisc::GetSHA256Signature(reinterpret_cast<const uint8*>(Utf8Input.Get()), Utf8Input.Length(), Hash))
{
return Hash.ToString();
}
return FString::Printf(TEXT("Fail_%dbytes"), Input.Len());
}
void AShooterGameMode::InitGameLift() void AShooterGameMode::InitGameLift()
{ {
#if WITH_GAMELIFT //TODO: Need to write later, working on parser first.
UE_LOG(LogShooterGameMode, Log, TEXT("Calling InitGameLift"));
FServerParameters ServerParameters;
FProcessParameters ProcessParameters;
// 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.
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 (SetParametersFromCommandLine(ServerParameters, ProcessParameters))
{
UE_LOG(LogShooterGameMode, Error, TEXT("Critical Error, shutting server down..."));
FPlatformMisc::RequestExit(true);
return;
}
SetProcessIdOnServerParameters(ServerParameters);
if (ServerParameters.m_processId.IsEmpty())
{
UE_LOG(LogShooterGameMode, Warning, TEXT("ProcessId is empty"));
FPlatformMisc::RequestExit(true);
return;
}
LogServerParameters(ServerParameters);
UE_LOG(LogShooterGameMode, Log, TEXT("Initializing the GameLift Server..."));
BindGameLiftCallbackFunctions(ProcessParameters, GameLiftSdkModule);
}
else
{
// Using EC2
UE_LOG(LogShooterGameMode, Log, TEXT("Using Gamelift EC2 Managed Fleet"));
// EC2: Bind Callbacks (populates logParameters automatically)
BindGameLiftCallbackFunctions(ProcessParameters, GameLiftSdkModule);
// EC2: Empty ServerParameters = GameLift agent provies all config
UE_LOG(LogShooterGameMode, Log, TEXT("Initializing EC2 GameLift Server..."));
}
if (InitiateConnectionWithGameLiftAgent(ServerParameters, GameLiftSdkModule)) return;
InitiateProcessReady(ProcessParameters, GameLiftSdkModule);
#endif
} }

View File

@@ -5,214 +5,13 @@
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "ShooterGameModeBase.h" #include "ShooterGameModeBase.h"
#if WITH_GAMELIFT
#include "GameLiftServerSDK.h"
#endif
#include "ShooterGameMode.generated.h" #include "ShooterGameMode.generated.h"
/*
struct FCommandLineArgs
{
TMap<FString,FString> Options;
TArray<FString> CmdArguments;
void ParseCommandLine()
{
const TCHAR* CommandLine = FCommandLine::Get();
// Reserves estimated space to avoid reallocations
Options.Reserve(10);
CmdArguments.Reserve(10);
FString Key, Value, Token;
FString FlagName = FString(TEXT(""));
while (FParse::Token(CommandLine, Token, true))
{
// Check if token starts with '-'
if (Token.StartsWith(TEXT("-")))
{
// Remove the leading '-' and store the flag name
FlagName = Token.Mid(1);
// If it's in the form Key=Value, split it
if (FlagName.Split(TEXT("="), &Key, &Value))
{
Key=Key.ToLower();
Value=Value.ToLower();
// Normalize boolean values
if (Value.Equals(TEXT("true"), ESearchCase::IgnoreCase) || Value.Equals(TEXT("1")))
{
Options.Add(Key, TEXT("true"));
}
else if (Value.Equals(TEXT("false"), ESearchCase::IgnoreCase) || Value.Equals(TEXT("0")))
{
Options.Add(Key, TEXT("false"));
}
else
{
Options.Add(Key, Value);
}
}
else
{
// Bare flag (for
// example -Debug or -NoSound)
// The convention is flags starting with "No" are false
if (FlagName.StartsWith(TEXT("No")) && FlagName.Len() > 2)
{
Key = FlagName.Mid(2).ToLower();
Options.Add(Key, TEXT("false"));
}
else
{
Key = FlagName.ToLower();
Options.Add(Key, TEXT("true"));
}
// Also add to Arguments array for backward compatibility
CmdArguments.Add(FlagName);
}
}
else
{
CmdArguments.Add(Token);
}
}
}
FString GetValueFromKey(const FString& Key, const FString& DefaultValue = TEXT("")) const
{
FString NormalizedKey = Key.ToLower();
const FString* ValuePtr = Options.Find(NormalizedKey);
return ValuePtr ? *ValuePtr : DefaultValue;
}
bool TryGetValue(const FString& Key, FString& OutValue) const
{
FString NormalizedKey = Key.ToLower();
if (const FString* ValuePtr = Options.Find(NormalizedKey))
{
OutValue = *ValuePtr;
return true;
}
return false;
}
FString ToString() const
{
FString Result;
for (const auto& Pair : Options)
{
Result += FString::Printf(TEXT("-%s=%s "), *Pair.Key, *Pair.Value);
}
for (const FString& Arg : CmdArguments)
{
Result += Arg + TEXT(" ");
}
return Result.TrimEnd();
}
// Get a boolean value, returns Default if not found or invalid
bool GetBool(const FString& Key, bool DefaultValue = false) const
{
FString Value;
if (TryGetValue(Key, Value))
{
if (Value.Equals(TEXT("true"), ESearchCase::IgnoreCase) ||
Value.Equals(TEXT("1")) ||
Value.Equals(TEXT("yes"), ESearchCase::IgnoreCase))
{
return true;
}
if (Value.Equals(TEXT("false"), ESearchCase::IgnoreCase) ||
Value.Equals(TEXT("0")) ||
Value.Equals(TEXT("no"), ESearchCase::IgnoreCase))
{
return false;
}
}
return DefaultValue;
}
// Get an integer value, returns Default if not found or not numeric
int32 GetInt(const FString& Key, int32 DefaultValue = 0) const
{
FString Value;
if (TryGetValue(Key, Value))
{
return FCString::Atoi(*Value);
}
return DefaultValue;
}
// Get a float value
float GetFloat(const FString& Key, float DefaultValue = 0.0f) const
{
FString Value;
if (TryGetValue(Key, Value))
{
return FCString::Atof(*Value);
}
return DefaultValue;
}
// Get as FName (useful for modes, map names, etc.)
FName GetName(const FString& Key, const FName& DefaultValue = NAME_None) const
{
FString Value;
if (TryGetValue(Key, Value))
{
return FName(*Value);
}
return DefaultValue;
}
// Set a string value (core setter used by others)
void SetValue(const FString& Key, const FString& Value)
{
Options.Add(Key.ToLower(), Value.ToLower());
}
// Set a boolean option
void SetBool(const FString& Key, bool bValue)
{
Options.Add(Key.ToLower(), bValue ? TEXT("true") : TEXT("false"));
}
// Set an integer option
void SetInt(const FString& Key, int32 Value)
{
Options.Add(Key.ToLower(), FString::FromInt(Value));
}
// Set a float option (with minimal formatting)
void SetFloat(const FString& Key, float Value, int32 Precision = 2)
{
FString FloatStr = FString::SanitizeFloat(Value, Precision);
Options.Add(Key.ToLower(), FloatStr);
}
// Set an FName option
void SetName(const FString& Key, const FName& NameValue)
{
Options.Add(Key.ToLower(), NameValue.ToString().ToLower());
}
// Add a bare flag (true/false toggle stored for ToString output)
void SetFlag(const FString& Flag, bool bEnabled = true)
{
FString Key = Flag.ToLower();
Options.Add(Key, bEnabled ? TEXT("true") : TEXT("false"));
CmdArguments.Add(Flag); // maintain compatibility with older flag parsing
}
};
*/
DECLARE_LOG_CATEGORY_EXTERN(LogShooterGameMode, Log, All); DECLARE_LOG_CATEGORY_EXTERN(LogShooterGameMode, Log, All);
struct FProcessParameters;
struct FServerParameters;
/** /**
* *
*/ */
@@ -225,22 +24,43 @@ public:
AShooterGameMode(); AShooterGameMode();
protected: protected:
UPROPERTY(Config, BlueprintReadOnly)
bool bIsAnywhereFleet = false;
UPROPERTY(Config, BlueprintReadOnly)
FString FleetId;
UPROPERTY(Config, BlueprintReadOnly)
FString AuthToken;
UPROPERTY(Config, BlueprintReadOnly)
FString HostId;
UPROPERTY(Config, BlueprintReadOnly)
FString WebSocketUrl;
UPROPERTY(Config)
FString ServerRegion;
UPROPERTY(Config, BlueprintReadOnly)
int32 ServerPort;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bDebugMode = false;
virtual void BeginPlay() override; virtual void BeginPlay() override;
virtual void InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage) override;
private: private:
FString CachedCommandLine;
TSharedPtr<FProcessParameters> ProcessParameters;
TSharedPtr<FServerParameters> ServerParameters;
int32 GetConfiguredOrDefaultPort() const;
static FString GetSHA256Hash(const FString& Input);
void InitGameLift();
#if WITH_GAMELIFT #if WITH_GAMELIFT
bool SetParametersFromCommandLine(FServerParameters& OutServerParameters, FProcessParameters& OutProcessParameters); void InitGameLift();
static void LogServerParameters(const FServerParameters& InServerParameters);
void SetProcessIdOnServerParameters(FServerParameters& OutServerParameters);
bool ValidateServerParameters(const FString& CommandLine, const FString& ParameterName, FString& OutValue, const bool bCritical = true);
void LogServerSummary(const FServerParameters& InServerParameters, const FProcessParameters& InProcessParameters);
void BindGameLiftCallbackFunctions(FProcessParameters& ProcessParameters,
FGameLiftServerSDKModule& GameLiftSdkModule);
void InitiateProcessReady(FProcessParameters& ProcessParameters, FGameLiftServerSDKModule& GameLiftSdkModule);
bool InitiateConnectionWithGameLiftAgent(FServerParameters& ServerParameters,
FGameLiftServerSDKModule& GameLiftSdkModule);
#endif #endif
}; };