12 Commits

Author SHA1 Message Date
Norman Lansing
7f14cad36f Current final tweaks to Shooter Game Mode 2026-03-14 19:38:13 -04:00
Norman Lansing
6afd336bbf Minor spelling changes and switching GameSessionId to const in the OnStartGameSession Lambda 2026-03-13 07:25:35 -04:00
Norman Lansing
554c94a778 Added in EC2 support and adjusted Anywhere if statement to allow EC2 and to clean uip variable placement. 2026-03-13 07:19:41 -04:00
Norman Lansing
23bcff131a New Shooter Game Mode Complete - Lesson 44 done. 2026-03-12 21:31:36 -04:00
Norman Lansing
51e89e8613 Parsing and error logging complete 2026-03-12 07:13:47 -04:00
Norman Lansing
bf2ead5f97 SHA256 Hashing for AuthToken Complete 2026-03-11 07:40:45 -04:00
Norman Lansing
04f5cb37dc New Parser Completed. Verification next. 2026-03-10 22:38:12 -04:00
Norman Lansing
5bfc79cbda Updated GetConfiguredOrDefaultPort() 2026-03-05 10:36:18 -05:00
Norman Lansing
99b168b6b5 Added in namespace GameLiftValidators and methods 2026-03-05 10:00:22 -05:00
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
9 changed files with 560 additions and 449 deletions

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@@ -179,6 +179,10 @@ DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=False,bUseMBPOu
MinDeltaVelocityForHitEvents=0.000000
ChaosSettings=(DefaultThreadingModel=TaskGraph,DedicatedThreadTickMode=VariableCappedWithTarget,DedicatedThreadBufferMode=Double)
[URL]
DefaultPort=7777
[CoreRedirects]
+PropertyRedirects=(OldName="/Script/FPSTemplate.CommandLineArgs.Arguments",NewName="/Script/FPSTemplate.CommandLineArgs.CmdArguments")
+EnumRedirects=(OldName="/Script/FPSTemplate.EvalidationError",NewName="/Script/FPSTemplate.EValidationError")
+FunctionRedirects=(OldName="/Script/FPSTemplate.GameLiftValidators.LogValidataErrorMessage",NewName="/Script/FPSTemplate.GameLiftValidators.LogValidationErrorMessage")
;+PropertyRedirects=(OldName="/Script/FPSTemplate.CommandLineArgs.Arguments",NewName="/Script/FPSTemplate.CommandLineArgs.CmdArguments")

View File

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

View File

@@ -1,6 +1,8 @@
// Copyright Epic Games, Inc. All Rights Reserved.
using System.IO;
using UnrealBuildTool;
using System.Linq;
public class FPSTemplate : ModuleRules
{
@@ -8,9 +10,24 @@ public class FPSTemplate : ModuleRules
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput", "PhysicsCore" });
PublicDependencyModuleNames.AddRange(new string[]
{
"Core",
"CoreUObject",
"Engine",
"InputCore",
"EnhancedInput",
"PhysicsCore",
"OpenSSL"
});
PrivateDependencyModuleNames.AddRange(new string[] { "GameplayTags", "Slate", "SlateCore" });
PrivateDependencyModuleNames.AddRange(new string[]
{
"GameplayTags",
"Slate",
"SlateCore",
"OpenSSL",
});
// Adds in the plugin for GameLiftServerSDK if it is the server build.

View File

@@ -1,24 +1,22 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Game/ShooterGameMode.h"
#include "DSP/BufferDiagnostics.h"
#include "UObject/ConstructorHelpers.h"
#include "Kismet/GameplayStatics.h"
#if WITH_GAMELIFT
#include "GenericPlatform/GenericPlatformMisc.h"
#include "Containers/UnrealString.h"
#include "GameLiftClpTypes.h"
#include "GameLift/GameLiftClp.h"
#include "openssl/sha.h"
#include "GameLiftServerSDK.h"
#include "GameLiftServerSDKModels.h"
#endif
#include "GenericPlatform/GenericPlatformOutputDevices.h"
#include "Misc/TypeContainer.h"
DEFINE_LOG_CATEGORY(LogShooterGameMode)
DEFINE_LOG_CATEGORY(LogShooterGameMode);
// Function implementations.
AShooterGameMode::AShooterGameMode()
{
UE_LOG(LogShooterGameMode, Log, TEXT("Initializing ShooterGameMode..."));
}
void AShooterGameMode::BeginPlay()
@@ -29,170 +27,168 @@ void AShooterGameMode::BeginPlay()
#endif
}
#if WITH_GAMELIFT
// 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)
void AShooterGameMode::InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage)
{
bool bCriticalFault = false;
Super::InitGame(MapName, Options, ErrorMessage);
CachedCommandLine = FCommandLine::Get();
FString CommandLine = FCommandLine::Get();
UE_LOG(LogShooterGameMode, Log, TEXT(">>> Command Line: %s"), *CommandLine);
// Checks if param exists (returns bool)
// 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.
bCriticalFault |= ValidateServerParameters(CommandLine, TEXT("authtoken"),OutServerParameters.m_authToken);
// 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
}
bool AShooterGameMode::ValidateServerParameters(const FString& CommandLine, const FString& ParameterName,
FString& OutValue, const bool bCritical)
{
if (!FParse::Value(*CommandLine, *FString::Printf(TEXT("%s="), *ParameterName), OutValue))
const FPortResult PortResult = cmdlineparser::details::GetConfiguredOrDefaultPort(CachedCommandLine, TEXT("port"));;
if (PortResult.bUsedDefaultPort)
{
UE_LOG(LogShooterGameMode, Warning, TEXT("-%s not found"), *ParameterName);
return bCritical;
UE_LOGFMT (LogShooterGameMode, Warning, "{0}", PortResult.WarningMessage);
}
GameLiftConfig.ServerPort = PortResult.Port;
if (FParse::Param(*CachedCommandLine, TEXT("glAnywhereFleet")))
{
UE_LOGFMT(LogShooterGameMode, Log, "Fleet type: Anywhere");
GameLiftConfig.bIsAnywhereFleet = true;
GameLiftConfig.bAllOptionsFound = GetAnywhereFleetParameters(CachedCommandLine);
LogAnywhereFleetParameters();
}
else
{
UE_LOGFMT(LogShooterGameMode, Log, "Fleet type: EC2");
// TODO: EC2 configuration
}
return false;
}
void AShooterGameMode::LogServerSummary(const FServerParameters& InServerParameters,
const FProcessParameters& InProcessParameters)
FString AShooterGameMode::GetSHA256Hash(const FString& InString)
{
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
bool bAllValid = !InServerParameters.m_authToken.IsEmpty() &&
!InServerParameters.m_hostId.IsEmpty() &&
!InServerParameters.m_fleetId.IsEmpty() &&
!InServerParameters.m_webSocketUrl.IsEmpty();
if (InString.IsEmpty())
return TEXT("e3b0c44298fc1c149afbf4c8996fb92427ae41e4649b934ca495991b7852b855");
UE_LOG(LogShooterGameMode, Log, TEXT("All Anywhere params: %s"),
bAllValid ? TEXT("VALID ✓") : TEXT("MISSING ❌"));
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE);
FSHA256Signature Hash;
// Use OpenSSL to compute the SHA-256 hash
FTCHARToUTF8 Utf8(InString);
const uint8* Bytes = reinterpret_cast<const uint8*>(Utf8.Get());
uint32 Length = Utf8.Length();
SHA256_CTX Sha256Context;
SHA256_Init(&Sha256Context);
SHA256_Update(&Sha256Context, Bytes,Length);
SHA256_Final(Hash.Signature, &Sha256Context);
return Hash.ToString();
}
void AShooterGameMode::BindGameLiftCallbackFunctions(FProcessParameters& ProcessParameters, FGameLiftServerSDKModule& GameLiftSdkModule)
void AShooterGameMode::InitGameLift()
{
// 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().
#if WITH_GAMELIFT
UE_LOGFMT(LogShooterGameMode, Log, "Calling InitGameLift...");
// Get the module first
FGameLiftServerSDKModule* GameLiftSdkModule = &FModuleManager::LoadModuleChecked<FGameLiftServerSDKModule>("GameLiftServerSDK");
FGameLiftGenericOutcome InitSdkOutcome;
ProcessParameters.OnStartGameSession.BindLambda([this, &GameLiftSdkModule](Aws::GameLift::Server::Model::GameSession InGameSession)
UE_LOGFMT(LogShooterGameMode, Log, "Initializing the GameLift Server...");
if (GameLiftConfig.bIsAnywhereFleet)
{
FString GameSessionId = FString(InGameSession.GetGameSessionId());
UE_LOG(LogShooterGameMode, Log, TEXT("GameSession Initializing: %s"), *GameSessionId);
FGameLiftGenericOutcome ActivateGameSessionOutcome = GameLiftSdkModule.ActivateGameSession();
if (ActivateGameSessionOutcome.IsSuccess())
{
UE_LOG(LogShooterGameMode, Log, TEXT("Activate GameSession successful"));
}
else
{
const FGameLiftError& Error = ActivateGameSessionOutcome.GetError();
UE_LOG(LogShooterGameMode, Error, TEXT("ActivateGameSession() failed. Error: %s"), Error.m_errorMessage.IsEmpty() ? TEXT("Unknown Error") : *Error.m_errorMessage);
FPlatformMisc::RequestExit(true);
}
});
// Define the server parameters for an Anywhere fleet. These are not needed for a GameLift managed EC2 fleet.
FServerParameters ServerParametersForAnywhere;
ProcessParameters.OnTerminate.BindLambda([this, &GameLiftSdkModule]()
uint32 PID = FPlatformProcess::GetCurrentProcessId();
FString PIDString = FString::FromInt(static_cast<int32>(PID));
UE_LOGFMT(LogShooterGameMode, Log, "Configuring server parameters for Anywhere...");
// If AnywhereFleets are being used load the command line arguments parsed earlier.
ServerParametersForAnywhere.m_webSocketUrl = TCHAR_TO_UTF8(*GameLiftConfig.WebSocketUrlResult.Value);
ServerParametersForAnywhere.m_fleetId = TCHAR_TO_UTF8((*GameLiftConfig.FleetIdResult.Value));
ServerParametersForAnywhere.m_hostId = TCHAR_TO_UTF8(*GameLiftConfig.HostIdResult.Value);
ServerParametersForAnywhere.m_processId = PIDString;
ServerParametersForAnywhere.m_authToken = TCHAR_TO_UTF8(*GameLiftConfig.AuthTokenResult.Value);
LogServerParameters(ServerParametersForAnywhere);
// InitSDK will establish a local connection with GameLift's agent to enable further communication.
InitSdkOutcome = GameLiftSdkModule->InitSDK(ServerParametersForAnywhere);
}
else
{
FGameLiftGenericOutcome ProcessEndingOutcome = GameLiftSdkModule.ProcessEnding();
FGameLiftGenericOutcome DestroyOutcome = GameLiftSdkModule.Destroy();
if (ProcessEndingOutcome.IsSuccess() && DestroyOutcome.IsSuccess())
{
UE_LOG(LogShooterGameMode, Log, TEXT("Server process ending successfully"));
FPlatformMisc::RequestExit(false);
}
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);
}
FPlatformMisc::RequestExit(true);
}
});
InitSdkOutcome = GameLiftSdkModule->InitSDK();
}
ProcessParameters.OnHealthCheck.BindLambda([=]()
if (InitSdkOutcome.IsSuccess())
{
return true;
});
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
{
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;
}
// 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.
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();
});
TArray<FString> LogFiles;
FString LogDirectory =FPaths::ProjectSavedDir() / TEXT("Logs");
FString LogFile = LogDirectory / TEXT("GameLiftServer.log");
LogFiles.Add(LogFile);
//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);
});
UE_LOG(LogShooterGameMode, Log, TEXT("Before Adding Log Files"));
ProcessParameters.logParameters = LogFiles;
}
//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;
});
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);
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())
{
@@ -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
}

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@@ -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();
}

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@@ -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;
}();

View File

@@ -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);
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
bool GetAnywhereFleetParameters(const FString& CommandLineString);
void LogAnywhereFleetParameters();
static void LogServerParameters(const FServerParameters& InServerParameters);
static FString GetValueOrHash(const FString& Value);
TSharedPtr<FProcessParameters> ProcessParameters;
};

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@@ -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);
}

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@@ -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();
};
}