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13daff916c |
@@ -179,6 +179,10 @@ DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=False,bUseMBPOu
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MinDeltaVelocityForHitEvents=0.000000
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ChaosSettings=(DefaultThreadingModel=TaskGraph,DedicatedThreadTickMode=VariableCappedWithTarget,DedicatedThreadBufferMode=Double)
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[URL]
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DefaultPort=7777
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[CoreRedirects]
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+PropertyRedirects=(OldName="/Script/FPSTemplate.CommandLineArgs.Arguments",NewName="/Script/FPSTemplate.CommandLineArgs.CmdArguments")
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+EnumRedirects=(OldName="/Script/FPSTemplate.EvalidationError",NewName="/Script/FPSTemplate.EValidationError")
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+FunctionRedirects=(OldName="/Script/FPSTemplate.GameLiftValidators.LogValidataErrorMessage",NewName="/Script/FPSTemplate.GameLiftValidators.LogValidationErrorMessage")
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;+PropertyRedirects=(OldName="/Script/FPSTemplate.CommandLineArgs.Arguments",NewName="/Script/FPSTemplate.CommandLineArgs.CmdArguments")
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@@ -53,6 +53,10 @@
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{
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"Name": "PerforceSourceControl",
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"Enabled": false
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},
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{
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"Name": "GameLiftPlugin",
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"Enabled": true
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}
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]
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}
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@@ -1,6 +1,8 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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using System.IO;
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using UnrealBuildTool;
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using System.Linq;
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public class FPSTemplate : ModuleRules
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{
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@@ -8,9 +10,24 @@ public class FPSTemplate : ModuleRules
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput", "PhysicsCore" });
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PublicDependencyModuleNames.AddRange(new string[]
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{
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"Core",
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"CoreUObject",
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"Engine",
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"InputCore",
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"EnhancedInput",
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"PhysicsCore",
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"OpenSSL"
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});
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PrivateDependencyModuleNames.AddRange(new string[] { "GameplayTags", "Slate", "SlateCore" });
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PrivateDependencyModuleNames.AddRange(new string[]
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{
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"GameplayTags",
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"Slate",
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"SlateCore",
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"OpenSSL",
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});
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// Adds in the plugin for GameLiftServerSDK if it is the server build.
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@@ -26,7 +43,7 @@ public class FPSTemplate : ModuleRules
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// Uncomment if you are using Slate UI
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// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
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// Uncomment if you are using online features
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// PrivateDependencyModuleNames.Add("OnlineSubsystem");
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@@ -1,24 +1,22 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Game/ShooterGameMode.h"
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#include "DSP/BufferDiagnostics.h"
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#include "UObject/ConstructorHelpers.h"
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#include "Kismet/GameplayStatics.h"
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#if WITH_GAMELIFT
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#include "GenericPlatform/GenericPlatformMisc.h"
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#include "Containers/UnrealString.h"
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#include "GameLiftClpTypes.h"
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#include "GameLift/GameLiftClp.h"
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#include "openssl/sha.h"
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#include "GameLiftServerSDK.h"
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#include "GameLiftServerSDKModels.h"
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#endif
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#include "GenericPlatform/GenericPlatformOutputDevices.h"
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#include "Misc/TypeContainer.h"
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DEFINE_LOG_CATEGORY(LogShooterGameMode)
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DEFINE_LOG_CATEGORY(LogShooterGameMode);
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// Function implementations.
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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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}
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void AShooterGameMode::BeginPlay()
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@@ -29,171 +27,169 @@ void AShooterGameMode::BeginPlay()
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#endif
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}
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#if WITH_GAMELIFT
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// ReSharper disable once CppMemberFunctionMayBeConst - cannot be const due to FCommandLine::Get() and UE_LOG with non-const log category
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bool AShooterGameMode::SetParametersFromCommandLine(FServerParameters& OutServerParameters,
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FProcessParameters& OutProcessParameters)
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void AShooterGameMode::InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage)
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{
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bool bCriticalFault = false;
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FString CommandLine = FCommandLine::Get();
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UE_LOG(LogShooterGameMode, Log, TEXT(">>> Command Line: %s"), *CommandLine);
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Super::InitGame(MapName, Options, ErrorMessage);
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CachedCommandLine = FCommandLine::Get();
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// Checks if param exists (returns bool)
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// 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.
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bCriticalFault |= ValidateServerParameters(CommandLine, TEXT("authtoken"),OutServerParameters.m_authToken);
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// The Host/compute-name of the GameLift Anywhere instance
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bCriticalFault |= ValidateServerParameters(CommandLine, TEXT("hostid"),OutServerParameters.m_hostId);
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// The AnywhereFleet ID.
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bCriticalFault |= ValidateServerParameters(CommandLine, TEXT("fleetid"),OutServerParameters.m_fleetId);
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// The WebSocket URL (GameLiftServiceSdkEndpoint)
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bCriticalFault |= ValidateServerParameters(CommandLine, TEXT("websocketurl"),OutServerParameters.m_webSocketUrl);
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// The port being used, uses UE system default if not entered as a switch
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OutProcessParameters.port = FURL::UrlConfig.DefaultPort;
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FParse::Value(*CommandLine, TEXT("port="), OutProcessParameters.port);
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LogServerSummary(OutServerParameters,OutProcessParameters);
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return bCriticalFault;
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}
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void AShooterGameMode::LogServerParameters(const FServerParameters& InServerParameters)
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{
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// Log Server Parameters
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UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_YELLOW);
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UE_LOG(LogShooterGameMode, Log, TEXT(">>>> WebSocket URL: %s"), *InServerParameters.m_webSocketUrl);
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UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Fleet ID: %s"), *InServerParameters.m_fleetId);
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UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Process ID: %s"), *InServerParameters.m_processId);
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UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Host ID (Compute Name): %s"), *InServerParameters.m_hostId);
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UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Auth Token: %s"), *InServerParameters.m_authToken);
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// UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Aws Region: %s"), *ServerParameters.m_awsRegion);
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// UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Access Key: %s"), *ServerParameters.m_accessKey);
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// UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Secret Key: %s"), *ServerParameters.m_secretKey);
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// UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Session Token: %s"), *ServerParameters.m_sessionToken);
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UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE);
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}
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void AShooterGameMode::SetProcessIdOnServerParameters(FServerParameters& OutServerParameters)
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{
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// The PID of the running process
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#if PLATFORM_WINDOWS
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OutServerParameters.m_processId = FString::Printf(TEXT("%d"), GetCurrentProcessId());
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#else
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OutServerParameters.m_processId = FString::Printf(TEXT("%d"), FGenericPlatformProcess::GetCurrentProcessId());
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#endif
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}
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bool AShooterGameMode::ValidateServerParameters(const FString& CommandLine, const FString& ParameterName,
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FString& OutValue, const bool bCritical)
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{
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if (!FParse::Value(*CommandLine, *FString::Printf(TEXT("%s="), *ParameterName), OutValue))
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const FPortResult PortResult = cmdlineparser::details::GetConfiguredOrDefaultPort(CachedCommandLine, TEXT("port"));;
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if (PortResult.bUsedDefaultPort)
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{
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UE_LOG(LogShooterGameMode, Warning, TEXT("-%s not found"), *ParameterName);
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return bCritical;
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UE_LOGFMT (LogShooterGameMode, Warning, "{0}", PortResult.WarningMessage);
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}
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GameLiftConfig.ServerPort = PortResult.Port;
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if (FParse::Param(*CachedCommandLine, TEXT("glAnywhereFleet")))
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{
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UE_LOGFMT(LogShooterGameMode, Log, "Fleet type: Anywhere");
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GameLiftConfig.bIsAnywhereFleet = true;
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GameLiftConfig.bAllOptionsFound = GetAnywhereFleetParameters(CachedCommandLine);
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LogAnywhereFleetParameters();
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}
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else
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{
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UE_LOGFMT(LogShooterGameMode, Log, "Fleet type: EC2");
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// TODO: EC2 configuration
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}
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return false;
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}
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void AShooterGameMode::LogServerSummary(const FServerParameters& InServerParameters,
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const FProcessParameters& InProcessParameters)
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FString AShooterGameMode::GetSHA256Hash(const FString& InString)
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{
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UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_YELLOW);
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UE_LOG(LogShooterGameMode, Log, TEXT("=== SERVER STARTUP SUMMARY ==="));
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UE_LOG(LogShooterGameMode, Log, TEXT("Port: %d"), InProcessParameters.port);
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// Inline validation of ServerParams
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bool bAllValid = !InServerParameters.m_authToken.IsEmpty() &&
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!InServerParameters.m_hostId.IsEmpty() &&
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!InServerParameters.m_fleetId.IsEmpty() &&
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!InServerParameters.m_webSocketUrl.IsEmpty();
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if (InString.IsEmpty())
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return TEXT("e3b0c44298fc1c149afbf4c8996fb92427ae41e4649b934ca495991b7852b855");
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FSHA256Signature Hash;
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UE_LOG(LogShooterGameMode, Log, TEXT("All Anywhere params: %s"),
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bAllValid ? TEXT("VALID ✓") : TEXT("MISSING ❌"));
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UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE);
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// Use OpenSSL to compute the SHA-256 hash
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FTCHARToUTF8 Utf8(InString);
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const uint8* Bytes = reinterpret_cast<const uint8*>(Utf8.Get());
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uint32 Length = Utf8.Length();
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SHA256_CTX Sha256Context;
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SHA256_Init(&Sha256Context);
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SHA256_Update(&Sha256Context, Bytes,Length);
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SHA256_Final(Hash.Signature, &Sha256Context);
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return Hash.ToString();
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}
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void AShooterGameMode::BindGameLiftCallbackFunctions(FProcessParameters& ProcessParameters, FGameLiftServerSDKModule& GameLiftSdkModule)
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void AShooterGameMode::InitGameLift()
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{
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// Implement callback function onStartGameSession
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// GameLift sends a game session activation request to the game server
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// and passes a game session object with game properties and other settings.
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// Here is where a game server takes action based on the game session object.
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// When the game server is ready to receive incoming player connections,
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// it invokes the server SDK call ActivateGameSession().
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#if WITH_GAMELIFT
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UE_LOGFMT(LogShooterGameMode, Log, "Calling InitGameLift...");
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// Get the module first
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FGameLiftServerSDKModule* GameLiftSdkModule = &FModuleManager::LoadModuleChecked<FGameLiftServerSDKModule>("GameLiftServerSDK");
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FGameLiftGenericOutcome InitSdkOutcome;
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UE_LOGFMT(LogShooterGameMode, Log, "Initializing the GameLift Server...");
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if (GameLiftConfig.bIsAnywhereFleet)
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{
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// Define the server parameters for an Anywhere fleet. These are not needed for a GameLift managed EC2 fleet.
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FServerParameters ServerParametersForAnywhere;
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ProcessParameters.OnStartGameSession.BindLambda([this, &GameLiftSdkModule](Aws::GameLift::Server::Model::GameSession InGameSession)
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uint32 PID = FPlatformProcess::GetCurrentProcessId();
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FString PIDString = FString::FromInt(static_cast<int32>(PID));
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UE_LOGFMT(LogShooterGameMode, Log, "Configuring server parameters for Anywhere...");
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// If AnywhereFleets are being used load the command line arguments parsed earlier.
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ServerParametersForAnywhere.m_webSocketUrl = TCHAR_TO_UTF8(*GameLiftConfig.WebSocketUrlResult.Value);
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ServerParametersForAnywhere.m_fleetId = TCHAR_TO_UTF8((*GameLiftConfig.FleetIdResult.Value));
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ServerParametersForAnywhere.m_hostId = TCHAR_TO_UTF8(*GameLiftConfig.HostIdResult.Value);
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ServerParametersForAnywhere.m_processId = PIDString;
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ServerParametersForAnywhere.m_authToken = TCHAR_TO_UTF8(*GameLiftConfig.AuthTokenResult.Value);
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LogServerParameters(ServerParametersForAnywhere);
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// InitSDK will establish a local connection with GameLift's agent to enable further communication.
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InitSdkOutcome = GameLiftSdkModule->InitSDK(ServerParametersForAnywhere);
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}
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else
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{
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FString GameSessionId = FString(InGameSession.GetGameSessionId());
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UE_LOG(LogShooterGameMode, Log, TEXT("GameSession Initializing: %s"), *GameSessionId);
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FGameLiftGenericOutcome ActivateGameSessionOutcome = GameLiftSdkModule.ActivateGameSession();
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if (ActivateGameSessionOutcome.IsSuccess())
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{
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UE_LOG(LogShooterGameMode, Log, TEXT("Activate GameSession successful"));
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}
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else
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{
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const FGameLiftError& Error = ActivateGameSessionOutcome.GetError();
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UE_LOG(LogShooterGameMode, Error, TEXT("ActivateGameSession() failed. Error: %s"), Error.m_errorMessage.IsEmpty() ? TEXT("Unknown Error") : *Error.m_errorMessage);
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FPlatformMisc::RequestExit(true);
|
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}
|
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});
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InitSdkOutcome = GameLiftSdkModule->InitSDK();
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}
|
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ProcessParameters.OnTerminate.BindLambda([this, &GameLiftSdkModule]()
|
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if (InitSdkOutcome.IsSuccess())
|
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{
|
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FGameLiftGenericOutcome ProcessEndingOutcome = GameLiftSdkModule.ProcessEnding();
|
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FGameLiftGenericOutcome DestroyOutcome = GameLiftSdkModule.Destroy();
|
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if (ProcessEndingOutcome.IsSuccess() && DestroyOutcome.IsSuccess())
|
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{
|
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UE_LOG(LogShooterGameMode, Log, TEXT("Server process ending successfully"));
|
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FPlatformMisc::RequestExit(false);
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}
|
||||
else
|
||||
{
|
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if (!ProcessEndingOutcome.IsSuccess())
|
||||
{
|
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const FGameLiftError& Error = ProcessEndingOutcome.GetError();
|
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UE_LOG(LogShooterGameMode, Error, TEXT("ProcessEnding() failed. Error: %s"), Error.m_errorMessage.IsEmpty() ? TEXT("Unknown Error") : *Error.m_errorMessage);
|
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}
|
||||
if (!DestroyOutcome.IsSuccess())
|
||||
{
|
||||
const FGameLiftError& Error = DestroyOutcome.GetError();
|
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UE_LOG(LogShooterGameMode, Error, TEXT("Destroy() failed. Error: %s"), Error.m_errorMessage.IsEmpty() ? TEXT("Unknown error") : *Error.m_errorMessage);
|
||||
}
|
||||
FPlatformMisc::RequestExit(true);
|
||||
}
|
||||
});
|
||||
|
||||
ProcessParameters.OnHealthCheck.BindLambda([=]()
|
||||
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_GREEN);
|
||||
UE_LOG(LogShooterGameMode, Log, TEXT("GameLift InitSDK succeeded!"));
|
||||
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE);
|
||||
}
|
||||
else
|
||||
{
|
||||
return true;
|
||||
});
|
||||
|
||||
// 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;
|
||||
FString LogDirectory =FPaths::ProjectSavedDir() / TEXT("Logs");
|
||||
FString LogFile = LogDirectory / TEXT("GameLiftServer.log");
|
||||
LogFiles.Add(LogFile);
|
||||
|
||||
UE_LOG(LogShooterGameMode, Log, TEXT("Before Adding Log Files"));
|
||||
ProcessParameters.logParameters = LogFiles;
|
||||
}
|
||||
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;
|
||||
}
|
||||
|
||||
ProcessParameters = MakeShared<FProcessParameters>();
|
||||
//When a game session is created, Amazon GameLift Servers sends an activation request to the game server and passes along the game session object containing game properties and other settings.
|
||||
//Here is where a game server should take action based on the game session object.
|
||||
//Once the game server is ready to receive incoming player connections, it should invoke GameLiftServerAPI.ActivateGameSession()
|
||||
// ReSharper disable once CppPassValueParameterByConstReference - not safe to do with async lambdas
|
||||
ProcessParameters->OnStartGameSession.BindLambda([=](Aws::GameLift::Server::Model::GameSession InGameSession)
|
||||
{
|
||||
const FString GameSessionId = FString(InGameSession.GetGameSessionId());
|
||||
UE_LOG(LogShooterGameMode, Log, TEXT("GameSession Initializing: %s"), *GameSessionId);
|
||||
GameLiftSdkModule->ActivateGameSession();
|
||||
});
|
||||
|
||||
void AShooterGameMode::InitiateProcessReady(FProcessParameters& ProcessParameters, FGameLiftServerSDKModule& GameLiftSdkModule)
|
||||
{
|
||||
// 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);
|
||||
|
||||
//OnProcessTerminate callback. Amazon GameLift Servers will invoke this callback before shutting down an instance hosting this game server.
|
||||
//It gives this game server a chance to save its state, communicate with services, etc., before being shut down.
|
||||
//In this case, we simply tell Amazon GameLift Servers we are indeed going to shut down.
|
||||
ProcessParameters->OnTerminate.BindLambda([=]()
|
||||
{
|
||||
UE_LOG(LogShooterGameMode, Log, TEXT("Game Server Process is terminating"));
|
||||
// First call ProcessEnding()
|
||||
FGameLiftGenericOutcome processEndingOutcome = GameLiftSdkModule->ProcessEnding();
|
||||
// Then call Destroy() to free the SDK from memory
|
||||
FGameLiftGenericOutcome destroyOutcome = GameLiftSdkModule->Destroy();
|
||||
// Exit the process with success or failure
|
||||
if (processEndingOutcome.IsSuccess() && destroyOutcome.IsSuccess()) {
|
||||
UE_LOG(LogShooterGameMode, Log, TEXT("Server process ending successfully"));
|
||||
}
|
||||
else {
|
||||
if (!processEndingOutcome.IsSuccess()) {
|
||||
const FGameLiftError& error = processEndingOutcome.GetError();
|
||||
UE_LOG(LogShooterGameMode, Error, TEXT("ProcessEnding() failed. Error: %s"),
|
||||
error.m_errorMessage.IsEmpty() ? TEXT("Unknown error") : *error.m_errorMessage);
|
||||
}
|
||||
if (!destroyOutcome.IsSuccess()) {
|
||||
const FGameLiftError& error = destroyOutcome.GetError();
|
||||
UE_LOG(LogShooterGameMode, Error, TEXT("Destroy() failed. Error: %s"),
|
||||
error.m_errorMessage.IsEmpty() ? TEXT("Unknown error") : *error.m_errorMessage);
|
||||
}
|
||||
}
|
||||
GLog->Flush();
|
||||
FGenericPlatformMisc::RequestExit(false);
|
||||
});
|
||||
|
||||
//This is the Health Check callback.
|
||||
//Amazon GameLift Servers will invoke this callback every 60 seconds or so.
|
||||
//Here, a game server might want to check the health of dependencies and such.
|
||||
//Simply return true if healthy, false otherwise.
|
||||
//The game server has 60 seconds to respond with its health status. Amazon GameLift Servers will default to 'false' if the game server doesn't respond in time.
|
||||
//In this case, we're always healthy!
|
||||
ProcessParameters->OnHealthCheck.BindLambda([]()
|
||||
{
|
||||
UE_LOG(LogShooterGameMode, Log, TEXT("Performing Health Check"));
|
||||
return true;
|
||||
});
|
||||
|
||||
ProcessParameters->port = GameLiftConfig.ServerPort;
|
||||
|
||||
TArray<FString> Logfiles;
|
||||
Logfiles.Add(TEXT("FPSTemplate/Saved/Log/server.log"));
|
||||
ProcessParameters->logParameters = Logfiles;
|
||||
|
||||
UE_LOGFMT(LogShooterGameMode, Log, "Calling Process Ready...");
|
||||
FGameLiftGenericOutcome ProcessReadyOutcome = GameLiftSdkModule->ProcessReady(*ProcessParameters);
|
||||
|
||||
if (ProcessReadyOutcome.IsSuccess())
|
||||
{
|
||||
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_GREEN);
|
||||
@@ -207,89 +203,168 @@ void AShooterGameMode::InitiateProcessReady(FProcessParameters& ProcessParameter
|
||||
FGameLiftError ProcessReadyError = ProcessReadyOutcome.GetError();
|
||||
UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: %s"), *ProcessReadyError.m_errorMessage);
|
||||
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE);
|
||||
return;
|
||||
}
|
||||
|
||||
UE_LOG(LogShooterGameMode, Log, TEXT("InitGameLift completed!"));
|
||||
|
||||
UE_LOGFMT(LogShooterGameMode, Log, "InitGameLift completed!");
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
bool AShooterGameMode::InitiateConnectionWithGameLiftAgent(FServerParameters& ServerParameters, FGameLiftServerSDKModule& GameLiftSdkModule)
|
||||
bool AShooterGameMode::GetAnywhereFleetParameters(const FString& CommandLineString)
|
||||
{
|
||||
// InitSDK will establish a local connection with GameLift's agent to enable further communication
|
||||
bool bAllAnywhereFleetParametersValid = true;
|
||||
GameLiftConfig.AuthTokenResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::AuthToken);
|
||||
if (!GameLiftConfig.AuthTokenResult.bIsValid) bAllAnywhereFleetParametersValid = false;
|
||||
|
||||
FGameLiftGenericOutcome InitSdkOutcome = GameLiftSdkModule.InitSDK(ServerParameters);
|
||||
if (InitSdkOutcome.IsSuccess())
|
||||
GameLiftConfig.FleetIdResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::FleetId);
|
||||
if (!GameLiftConfig.FleetIdResult.bIsValid) bAllAnywhereFleetParametersValid = false;
|
||||
|
||||
GameLiftConfig.HostIdResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::HostId);
|
||||
if (!GameLiftConfig.HostIdResult.bIsValid) bAllAnywhereFleetParametersValid = false;
|
||||
|
||||
GameLiftConfig.WebSocketUrlResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::WebsocketUrl);
|
||||
if (!GameLiftConfig.WebSocketUrlResult.bIsValid) bAllAnywhereFleetParametersValid = false;
|
||||
|
||||
return bAllAnywhereFleetParametersValid;
|
||||
}
|
||||
|
||||
void AShooterGameMode::LogAnywhereFleetParameters()
|
||||
{
|
||||
// Lambda for getting the token name from token
|
||||
auto GetTokenName = [](const cmdlineparser::details::FParseResult& Result) -> FString
|
||||
{
|
||||
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);
|
||||
return cmdlineparser::details::CLI_TOKENS[static_cast<int32>(Result.Token)];
|
||||
};
|
||||
|
||||
UE_LOGFMT(LogShooterGameMode, Log, "Anywhere Fleet Parameters:");
|
||||
if (GameLiftConfig.AuthTokenResult.bIsValid)
|
||||
{
|
||||
UE_LOGFMT(LogShooterGameMode, Log, "AuthToken: {0}", GetValueOrHash(GameLiftConfig.AuthTokenResult.Value));
|
||||
}
|
||||
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 true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
void AShooterGameMode::InitGameLift()
|
||||
{
|
||||
#if WITH_GAMELIFT
|
||||
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;
|
||||
UE_LOGFMT(
|
||||
LogShooterGameMode,
|
||||
Error,
|
||||
"AuthToken: {0}",
|
||||
FString::Format(
|
||||
*GameLiftConfig.AuthTokenResult.ErrorMessage,
|
||||
{
|
||||
FStringFormatArg(GetTokenName(GameLiftConfig.AuthTokenResult)),
|
||||
FStringFormatArg(GetValueOrHash(GameLiftConfig.AuthTokenResult.Value)),
|
||||
}
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
if (bIsAnywhereActive)
|
||||
if (GameLiftConfig.FleetIdResult.bIsValid)
|
||||
{
|
||||
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);
|
||||
UE_LOGFMT(LogShooterGameMode, Log, "FleetId: {0}", GameLiftConfig.FleetIdResult.Value);
|
||||
}
|
||||
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..."));
|
||||
UE_LOGFMT(
|
||||
LogShooterGameMode,
|
||||
Error,
|
||||
"FleetId: {0}",
|
||||
FString::Format(
|
||||
*GameLiftConfig.FleetIdResult.ErrorMessage,
|
||||
{
|
||||
FStringFormatArg(GetTokenName(GameLiftConfig.FleetIdResult)),
|
||||
FStringFormatArg(GameLiftConfig.FleetIdResult.Value)
|
||||
}
|
||||
)
|
||||
);
|
||||
}
|
||||
if (InitiateConnectionWithGameLiftAgent(ServerParameters, GameLiftSdkModule)) return;
|
||||
InitiateProcessReady(ProcessParameters, GameLiftSdkModule);
|
||||
|
||||
if (GameLiftConfig.HostIdResult.bIsValid)
|
||||
{
|
||||
UE_LOGFMT(LogShooterGameMode, Log, "HostId: {0}", GameLiftConfig.HostIdResult.Value);
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOGFMT(
|
||||
LogShooterGameMode,
|
||||
Error,
|
||||
"HostId: {0}",
|
||||
FString::Format(
|
||||
*GameLiftConfig.HostIdResult.ErrorMessage,
|
||||
{
|
||||
FStringFormatArg(GetTokenName(GameLiftConfig.HostIdResult)),
|
||||
FStringFormatArg(GameLiftConfig.HostIdResult.Value)
|
||||
}
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
if (GameLiftConfig.WebSocketUrlResult.bIsValid)
|
||||
{
|
||||
UE_LOGFMT(LogShooterGameMode, Log, "WebSocketUrl: {0}", GameLiftConfig.WebSocketUrlResult.Value);
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOGFMT(
|
||||
LogShooterGameMode,
|
||||
Error,
|
||||
"WebSocketUrl: {0}",
|
||||
FString::Format(
|
||||
*GameLiftConfig.WebSocketUrlResult.ErrorMessage,
|
||||
{
|
||||
FStringFormatArg(GetTokenName(GameLiftConfig.WebSocketUrlResult)),
|
||||
FStringFormatArg(GameLiftConfig.WebSocketUrlResult.Value)
|
||||
}
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
UE_LOGFMT(LogShooterGameMode, Log, "Server Port: {0}", GameLiftConfig.ServerPort);
|
||||
|
||||
if (GameLiftConfig.bAllOptionsFound)
|
||||
{
|
||||
UE_LOGFMT(LogShooterGameMode, Log, "Anywhere Fleet Parameters Loaded Successfully....");
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOGFMT(LogShooterGameMode, Error, "Anywhere Fleet Parameters Load FAILED....");
|
||||
}
|
||||
}
|
||||
|
||||
void AShooterGameMode::LogServerParameters(const FServerParameters& InServerParameters)
|
||||
{
|
||||
|
||||
UE_LOGFMT(LogShooterGameMode, Log, ">>>> WebSocket URL: {WebSocketUrl}", InServerParameters.m_webSocketUrl);
|
||||
UE_LOGFMT(LogShooterGameMode, Log, ">>>> Fleet ID: {FleetId}", InServerParameters.m_fleetId);
|
||||
UE_LOGFMT(LogShooterGameMode, Log, ">>>> Process ID: {ProcessId}", InServerParameters.m_processId);
|
||||
UE_LOGFMT(LogShooterGameMode, Log, ">>>> Host ID (Compute Name): {HostId}", InServerParameters.m_hostId);
|
||||
UE_LOGFMT(LogShooterGameMode, Log, ">>>> Auth Token: {AuthToken}", GetValueOrHash(InServerParameters.m_authToken));
|
||||
|
||||
if (!InServerParameters.m_awsRegion.IsEmpty())
|
||||
{
|
||||
UE_LOGFMT(LogShooterGameMode, Log, ">>>> Aws Region: {AwsRegion}", InServerParameters.m_awsRegion);
|
||||
}
|
||||
|
||||
if (!InServerParameters.m_accessKey.IsEmpty())
|
||||
{
|
||||
UE_LOGFMT(LogShooterGameMode, Log, ">>>> Access Key: {AccessKey}", GetValueOrHash(InServerParameters.m_accessKey));
|
||||
}
|
||||
|
||||
if (!InServerParameters.m_secretKey.IsEmpty())
|
||||
{
|
||||
UE_LOGFMT(LogShooterGameMode, Log, ">>>> Secret Key: {SecretKey}", GetValueOrHash(InServerParameters.m_secretKey));
|
||||
}
|
||||
|
||||
if (!InServerParameters.m_sessionToken.IsEmpty())
|
||||
{
|
||||
UE_LOGFMT(LogShooterGameMode, Log, ">>>> Session Token: {SessionToken}", GetValueOrHash(InServerParameters.m_sessionToken));
|
||||
}
|
||||
}
|
||||
|
||||
FString AShooterGameMode::GetValueOrHash(const FString& Value)
|
||||
{
|
||||
#if UE_BUILD_DEBUG || UE_BUILD_DEVELOPMENT
|
||||
return Value;
|
||||
#else
|
||||
return TEXT("HASH:") + GetSHA256Hash(Value);
|
||||
#endif
|
||||
}
|
||||
|
||||
100
Source/FPSTemplate/Private/GameLift/GameLiftClp.cpp
Normal file
100
Source/FPSTemplate/Private/GameLift/GameLiftClp.cpp
Normal file
@@ -0,0 +1,100 @@
|
||||
#include "GameLift/GameLiftClp.h"
|
||||
|
||||
FPortResult cmdlineparser::GetConfiguredOrDefaultPort(const FString& Token)
|
||||
{
|
||||
return details::GetConfiguredOrDefaultPort(FCommandLine::Get(), Token);
|
||||
}
|
||||
|
||||
FPortResult cmdlineparser::GetConfiguredOrDefaultPort(const FString& CommandLine, const FString& Token)
|
||||
{
|
||||
return details::GetConfiguredOrDefaultPort(CommandLine, Token);
|
||||
}
|
||||
|
||||
cmdlineparser::details::FParseResult cmdlineparser::GetValueOfToken(const FString& CommandLine, const details::EAvailableTokens Token)
|
||||
{
|
||||
details::FParseResult Result;
|
||||
FString ValueOfToken;
|
||||
Result.Token = Token;
|
||||
|
||||
ensure(Token != details::EAvailableTokens::Unknown);
|
||||
ensure(Token < details::EAvailableTokens::MaxToken);
|
||||
const bool bTokenFound = FParse::Value(
|
||||
*CommandLine,
|
||||
*details::EnsureEndsWith(details::CLI_TOKENS[static_cast<int32>(Token)],
|
||||
TEXT("=")),
|
||||
ValueOfToken
|
||||
);
|
||||
|
||||
if (!bTokenFound)
|
||||
{
|
||||
Result.Value = FString();
|
||||
Result.ErrorCode = details::EErrorCodes::TokenNotFound;
|
||||
Result.bIsValid = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (ValueOfToken.IsEmpty())
|
||||
{
|
||||
Result.Value = FString();
|
||||
Result.ErrorCode = details::EErrorCodes::ValueEmpty;
|
||||
Result.bIsValid = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (details::DoesRegExMatch(ValueOfToken, details::REGEX_PATTERNS[static_cast<int32>(Token)]))
|
||||
{
|
||||
Result.ErrorCode = details::EErrorCodes::NoError;
|
||||
Result.bIsValid = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
Result.ErrorCode = details::EErrorCodes::FailedValidation;
|
||||
Result.bIsValid = false;
|
||||
}
|
||||
Result.Value = ValueOfToken;
|
||||
}
|
||||
}
|
||||
|
||||
ensure(Result.ErrorCode < details::EErrorCodes::MaxCode);
|
||||
FString ErrorMessage = details::ERROR_MESSAGES[static_cast<int32>(Result.ErrorCode)];
|
||||
FString TokenName = details::CLI_TOKENS[static_cast<int32>(Result.Token)];
|
||||
FString Value = Result.Value;
|
||||
Result.ErrorMessage = ErrorMessage;
|
||||
|
||||
return Result;
|
||||
}
|
||||
|
||||
|
||||
// cmdlineparser::Details namespace
|
||||
|
||||
FString cmdlineparser::details::EnsureEndsWith(const FString& Token, const TCHAR* Suffix)
|
||||
{
|
||||
return Token.EndsWith(Suffix) ? Token : Token + Suffix;
|
||||
}
|
||||
|
||||
FPortResult cmdlineparser::details::GetConfiguredOrDefaultPort(const FString& CommandLine, const FString& Token)
|
||||
{
|
||||
FPortResult PortResult;
|
||||
PortResult.Port = FURL::UrlConfig.DefaultPort;
|
||||
|
||||
if (int32 CliPort; FParse::Value(*CommandLine, *EnsureEndsWith(Token, TEXT("=")), CliPort))
|
||||
{
|
||||
if (CliPort >= details::MIN_PORT && CliPort <= details::MAX_PORT)
|
||||
{
|
||||
PortResult.Port = CliPort;
|
||||
PortResult.bUsedDefaultPort = false;
|
||||
PortResult.WarningMessage = FString();
|
||||
return PortResult;
|
||||
}
|
||||
}
|
||||
PortResult.bUsedDefaultPort = true;
|
||||
PortResult.WarningMessage = FString("Command Line Option for Port is out of ranged... Using Default Port %s", PortResult.Port);
|
||||
return PortResult;
|
||||
}
|
||||
|
||||
bool cmdlineparser::details::DoesRegExMatch(const FString& Text, const FString& Pattern)
|
||||
{
|
||||
const FRegexPattern RegexPattern(Pattern);
|
||||
FRegexMatcher Matcher(RegexPattern, Text);
|
||||
return Matcher.FindNext();
|
||||
}
|
||||
34
Source/FPSTemplate/Private/GameLiftClpTypes.cpp
Normal file
34
Source/FPSTemplate/Private/GameLiftClpTypes.cpp
Normal file
@@ -0,0 +1,34 @@
|
||||
#include "GameLiftClpTypes.h"
|
||||
|
||||
const TArray<FString>& cmdlineparser::details::ERROR_MESSAGES = []() -> const TArray<FString>&
|
||||
{
|
||||
static TArray<FString> Error_Messages;
|
||||
Error_Messages.Add(TEXT("VALID: {0}: {1}"));
|
||||
Error_Messages.Add(TEXT("INVALID TOKEN: [-{0}=] not found in command line arguments"));
|
||||
Error_Messages.Add(TEXT("EMPTY VALUE: [-{0}=] found. No value assigned"));
|
||||
Error_Messages.Add(TEXT("VALIDATION FAILED: [-{0}=] found.... Value: [{1}]"));
|
||||
return Error_Messages;
|
||||
}();
|
||||
|
||||
|
||||
const TArray<FString>& cmdlineparser::details::CLI_TOKENS = []() -> const TArray<FString>&
|
||||
{
|
||||
static TArray<FString> Cli_Tokens;
|
||||
Cli_Tokens.Add(TEXT("unknown")); // Unknown = 0;
|
||||
Cli_Tokens.Add(TEXT("authtoken"));
|
||||
Cli_Tokens.Add(TEXT("hostid"));
|
||||
Cli_Tokens.Add(TEXT("fleetid"));
|
||||
Cli_Tokens.Add(TEXT("websocketurl"));
|
||||
return Cli_Tokens;
|
||||
}();
|
||||
|
||||
const TArray<FString>& cmdlineparser::details::REGEX_PATTERNS = []() -> const TArray<FString>&
|
||||
{
|
||||
static TArray<FString> Cli_Tokens;
|
||||
Cli_Tokens.Add(TEXT(".*")); // unknown = 0
|
||||
Cli_Tokens.Add(TEXT("^[a-zA-Z0-9\\-]+$"));
|
||||
Cli_Tokens.Add(TEXT("^[a-zA-Z0-9][a-zA-Z0-9\\-]{0,62}[a-zA-Z0-9]?$"));
|
||||
Cli_Tokens.Add(TEXT("^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$"));
|
||||
Cli_Tokens.Add(TEXT("^wss://[a-z0-9-]+(\\.[a-z0-9-]+)*\\.api\\.amazongamelift\\.com(:[0-9]+)?/?$"));
|
||||
return Cli_Tokens;
|
||||
}();
|
||||
@@ -3,216 +3,28 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameLiftClpTypes.h"
|
||||
#include "ShooterGameModeBase.h"
|
||||
|
||||
#if WITH_GAMELIFT
|
||||
#include "GameLiftServerSDK.h"
|
||||
#endif
|
||||
|
||||
#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);
|
||||
|
||||
struct FProcessParameters;
|
||||
struct FServerParameters;
|
||||
|
||||
struct FGameLiftConfig
|
||||
{
|
||||
bool bIsAnywhereFleet = false;
|
||||
bool bAllOptionsFound = false;
|
||||
|
||||
int32 ServerPort = 7777;
|
||||
|
||||
cmdlineparser::details::FParseResult AuthTokenResult;
|
||||
cmdlineparser::details::FParseResult FleetIdResult;
|
||||
cmdlineparser::details::FParseResult HostIdResult;
|
||||
cmdlineparser::details::FParseResult WebSocketUrlResult;
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
@@ -220,27 +32,25 @@ UCLASS()
|
||||
class FPSTEMPLATE_API AShooterGameMode : public AShooterGameModeBase
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
AShooterGameMode();
|
||||
|
||||
protected:
|
||||
virtual void BeginPlay() override;
|
||||
virtual void InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage) override;
|
||||
|
||||
private:
|
||||
|
||||
FGameLiftConfig GameLiftConfig;
|
||||
FString CachedCommandLine;
|
||||
|
||||
static FString GetSHA256Hash(const FString& CommandLineString);
|
||||
void InitGameLift();
|
||||
#if WITH_GAMELIFT
|
||||
bool SetParametersFromCommandLine(FServerParameters& OutServerParameters, FProcessParameters& OutProcessParameters);
|
||||
|
||||
bool GetAnywhereFleetParameters(const FString& CommandLineString);
|
||||
void LogAnywhereFleetParameters();
|
||||
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
|
||||
|
||||
static FString GetValueOrHash(const FString& Value);
|
||||
|
||||
TSharedPtr<FProcessParameters> ProcessParameters;
|
||||
};
|
||||
|
||||
30
Source/FPSTemplate/Public/GameLift/GameLiftClp.h
Normal file
30
Source/FPSTemplate/Public/GameLift/GameLiftClp.h
Normal file
@@ -0,0 +1,30 @@
|
||||
#pragma once
|
||||
#include "GameLiftClpTypes.h"
|
||||
#include "CoreMinimal.h"
|
||||
|
||||
struct FPortResult
|
||||
{
|
||||
int32 Port;
|
||||
bool bUsedDefaultPort;
|
||||
FString WarningMessage;
|
||||
};
|
||||
|
||||
namespace cmdlineparser
|
||||
{
|
||||
FPortResult GetConfiguredOrDefaultPort(const FString& Token = TEXT("port="));
|
||||
FPortResult GetConfiguredOrDefaultPort(const FString& CommandLine, const FString& Token = TEXT("port="));
|
||||
|
||||
details::FParseResult GetValueOfToken(const FString& CommandLine, const details::EAvailableTokens Token);
|
||||
}
|
||||
|
||||
namespace cmdlineparser::details
|
||||
{
|
||||
inline static constexpr int32 MIN_PORT = 1024;
|
||||
inline static constexpr int32 MAX_PORT = 65535;
|
||||
inline static constexpr const TCHAR* DEFAULT_PORT_TOKEN = TEXT("port=");
|
||||
|
||||
FString EnsureEndsWith(const FString& Token, const TCHAR* Suffix);
|
||||
FPortResult GetConfiguredOrDefaultPort(const FString& CommandLine, const FString& Token);
|
||||
bool DoesRegExMatch(const FString& Text, const FString& Pattern);
|
||||
}
|
||||
|
||||
37
Source/FPSTemplate/Public/GameLiftClpTypes.h
Normal file
37
Source/FPSTemplate/Public/GameLiftClpTypes.h
Normal file
@@ -0,0 +1,37 @@
|
||||
#pragma once
|
||||
|
||||
namespace cmdlineparser::details
|
||||
{
|
||||
enum EAvailableTokens
|
||||
{
|
||||
Unknown = 0,
|
||||
AuthToken,
|
||||
HostId,
|
||||
FleetId,
|
||||
WebsocketUrl,
|
||||
MaxToken
|
||||
};
|
||||
|
||||
enum EErrorCodes
|
||||
{
|
||||
NoError,
|
||||
TokenNotFound,
|
||||
ValueEmpty,
|
||||
FailedValidation,
|
||||
MaxCode
|
||||
};
|
||||
|
||||
extern const TArray<FString>& ERROR_MESSAGES;
|
||||
extern const TArray<FString>& CLI_TOKENS;
|
||||
extern const TArray<FString>& REGEX_PATTERNS;
|
||||
|
||||
struct FParseResult
|
||||
{
|
||||
EAvailableTokens Token = EAvailableTokens::Unknown;
|
||||
FString Value = FString();
|
||||
bool bIsValid = false;
|
||||
EErrorCodes ErrorCode = EErrorCodes::TokenNotFound;
|
||||
FString ErrorMessage = FString();
|
||||
|
||||
};
|
||||
}
|
||||
Reference in New Issue
Block a user