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4 Commits
5bfc79cbda
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23bcff131a
| Author | SHA1 | Date | |
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23bcff131a | ||
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51e89e8613 | ||
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bf2ead5f97 | ||
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04f5cb37dc |
@@ -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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@@ -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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@@ -1,68 +1,28 @@
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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 "Logging/LogMacros.h"
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#include "Logging/StructuredLog.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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#endif
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#include "GameLiftServerSDKModels.h"
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#include "DSP/BufferDiagnostics.h"
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#include "Misc/TypeContainer.h"
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DEFINE_LOG_CATEGORY(LogShooterGameMode)
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namespace GameLiftValidators {
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const FRegexPattern FleetIdPattern(TEXT("^[a-z]*fleet-[a-zA-Z0-9\\-]+$"));
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const int32 FleetIdLengthMin = 1;
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const int32 FleetIdLengthMax = 128;
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const FString ServerRegionPattern(TEXT("^[a-z]{2}-[a-z]+-[0-9]$"));
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const int32 ServerRegionLengthMin = 3;
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const int32 ServerRegionLengthMax = 16;
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const FString WebSocketUrlPattern(TEXT("^(ws|wss):\\/\\/([0-9a-zA-Z.-]+)(:([1-9][0-9]{0,4}))?(\\/.*)?$"));
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const int32 WebSocketUrlLengthMin = 1;
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const int32 WebSocketUrlLengthMax = 128;
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const FString AuthTokenPattern(TEXT("^[A-Za-z0-9+/=]+$"));
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const int32 AuthTokenLengthMin = 20;
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const int32 AuthTokenLengthMax = 2048;
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const FString HostIdPattern(TEXT("^[a-z]*host-[a-zA-Z0-9\\-]+$"));
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const int32 HostIdLengthMin = 1;
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const int32 HostIdLengthMax = 128;
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const int32 ServerPortMin = 1026;
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const int32 ServerPortMax = 60000;
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const int32 WebSocketPortMin = 1;
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const int32 WebSocketPortMax = 60000;
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DEFINE_LOG_CATEGORY(LogShooterGameMode);
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bool IsStringValid(const FString& Value, const FRegexPattern* OptionalPattern, const int32 Min, const int32 Max)
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{
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if (Value.IsEmpty()) return false;
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if (OptionalPattern)
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{
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return FRegexMatcher(*OptionalPattern, Value).FindNext() &&
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Value.Len() >= Min &&
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Value.Len() <= Max;
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}
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else
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{
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return Value.Len() >= Min && Value.Len() <= Max;
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}
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}
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bool IsNumberValid(const int32 Value, const int32 Min, const int32 Max)
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{
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return Value >= Min && Value <= Max;
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}
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}
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// 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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{
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Super::BeginPlay();
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#if WITH_GAMELIFT
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InitGameLift();
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#endif
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@@ -71,248 +31,324 @@ void AShooterGameMode::BeginPlay()
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void AShooterGameMode::InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage)
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{
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Super::InitGame(MapName, Options, ErrorMessage);
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UE_LOG(LogShooterGameMode, Log, TEXT("[%s] Parsing CLI"), *FDateTime::UtcNow().ToString(TEXT("%Y%m%d-%H%M%S")));
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CachedCommandLine = FCommandLine::Get();
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// Parsing of Command Line
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GameLiftConfig.bDebugMode = FParse::Param(*CachedCommandLine, TEXT("Debug"));
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if (GameLiftConfig.bDebugMode)
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GameLiftConfig.ServerPort = cmdlineparser::details::GetConfiguredOrDefaultPort(CachedCommandLine, TEXT("port"));
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if (FParse::Param(*CachedCommandLine, TEXT("glAnywhereFleet")))
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{
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UE_LOG(LogShooterGameMode, Log, TEXT("Debug mode: ENABLED"));
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#if UE_BUILD_DEBUG
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UE_LOG(LogShooterGameMode, Log, TEXT("Command Line Arguments: %s"), *CachedCommandLine);
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#endif
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}
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GameLiftConfig.ServerPort = GetConfiguredOrDefaultPort();
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GameLiftConfig.bIsAnywhereFleet = FParse::Param(*CachedCommandLine, TEXT("glAnywhere"));
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if (GameLiftConfig.bIsAnywhereFleet)
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{
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UE_LOGFMT(LogShooterGameMode, Log, "GameLift Anywhere Fleet Command Line Parsing");
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UE_LOGFMT(LogShooterGameMode, Log, "======Command Line Parameters======");
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UE_LOGFMT(LogShooterGameMode, Log, "===================================");
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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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}
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void AShooterGameMode::InitGame_original(const FString& MapName, const FString& Options, FString& ErrorMessage)
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FString AShooterGameMode::GetSHA256Hash(const FString& InString)
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{
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Super::InitGame(MapName, Options, ErrorMessage);
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UE_LOG(LogShooterGameMode, Log, TEXT("[%s] Parsing CLI"), *FDateTime::UtcNow().ToString(TEXT("%Y%m%d-%H%M%S")));
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CachedCommandLine = FCommandLine::Get();
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bool bIsCriticalError = false;
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if (InString.IsEmpty())
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return TEXT("e3b0c44298fc1c149afbf4c8996fb92427ae41e4649b934ca495991b7852b855");
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if (bDebugMode)
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{
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UE_LOG(LogShooterGameMode, Log, TEXT("Debug mode: ENABLED"));
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#if UE_BUILD_DEBUG
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UE_LOG(LogShooterGameMode, Log, TEXT("Command Line Arguments: %s"), *CachedCommandLine);
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#endif
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}
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ServerPort = GetConfiguredOrDefaultPort();
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bIsAnywhereFleet = FParse::Param(*CachedCommandLine, TEXT("glAnywhere"));
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if (bIsAnywhereFleet)
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{
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UE_LOG(LogShooterGameMode, Log, TEXT("GameLift Anywhere Fleet Command Line Parsing"));
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UE_LOG(LogShooterGameMode, Log, TEXT("======Command Line Parameters======"));
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if (!FParse::Value(*CachedCommandLine, TEXT("fleetID="), FleetId))
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{
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UE_LOG(LogShooterGameMode, Error, TEXT("FleetId Missing in Command Line"));
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bIsCriticalError = true;
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}
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else
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{
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UE_LOG(LogShooterGameMode, Log, TEXT("Fleet ID: %s"), *FleetId);
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}
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if (!FParse::Value(*CachedCommandLine, TEXT("authtoken="), AuthToken))
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{
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UE_LOG(LogShooterGameMode, Error, TEXT("AuthToken Missing in Command Line"));
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bIsCriticalError = true;
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}
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else
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{
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if (bDebugMode)
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{
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FString TokenHash = GetSHA256Hash(AuthToken);
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UE_LOG(LogShooterGameMode, Log, TEXT("AuthToken: %s"), *TokenHash);
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}
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else
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{
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UE_LOG(LogShooterGameMode, Log, TEXT("AuthToken Length: %d"), AuthToken.Len());
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}
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}
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if (!FParse::Value(*CachedCommandLine, TEXT("hostId="), HostId))
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{
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UE_LOG(LogShooterGameMode, Error, TEXT("HostId Missing in Command Line"));
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bIsCriticalError = true;
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}
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else
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{
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UE_LOG(LogShooterGameMode, Log, TEXT("Host ID: %s"), *HostId);
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}
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if (!FParse::Value(*CachedCommandLine, TEXT("websocketUrl="), WebSocketUrl))
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{
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UE_LOG(LogShooterGameMode, Error, TEXT("WebSocketUrl Missing in Command Line"));
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bIsCriticalError = true;
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}
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else
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{
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UE_LOG(LogShooterGameMode, Log, TEXT("Websocket URL: %s"), *WebSocketUrl);
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bool bValidWebSocket = WebSocketUrl.StartsWith(TEXT("wss://")) || WebSocketUrl.StartsWith(TEXT("ws://"));
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if (bValidWebSocket)
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{
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int32 ColonPos = WebSocketUrl.Find(TEXT(":"), ESearchCase::CaseSensitive);
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int32 SlashPos = WebSocketUrl.Find(TEXT("/"), ESearchCase::CaseSensitive, ESearchDir::FromStart, ColonPos + 1);
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int32 ParsedPort = 443; // Default wss
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if (WebSocketUrl.StartsWith(TEXT("ws://"))) ParsedPort = 80;
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if (ColonPos != INDEX_NONE && SlashPos != INDEX_NONE)
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{
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FString PortStr = WebSocketUrl.Mid(ColonPos + 1, SlashPos - ColonPos - 1);
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int32 ExplicitPort = FCString::Atoi(*PortStr);
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if (ExplicitPort > 1024 && ExplicitPort <= 65535) // Privileged ports OK for servers
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{
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ParsedPort = ExplicitPort;
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}
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else
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{
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bValidWebSocket = false; // Invalid explicit port
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}
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}
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UE_LOG(LogShooterGameMode, Log, TEXT("WebSocket Parsed Port: %d"), ParsedPort);
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}
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if (!bValidWebSocket)
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{
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UE_LOG(LogShooterGameMode, Error, TEXT("Invalid WebSocketUrl: %s"), *WebSocketUrl);
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bIsCriticalError = true;
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}
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}
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if (ServerPort == 0)
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{
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UE_LOG(LogShooterGameMode, Error, TEXT("Invalid or Missing Server Port Number. Shutting Down."));
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bIsCriticalError = true;
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}
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else
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{
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UE_LOG(LogShooterGameMode, Log, TEXT("Port: %d"), ServerPort);
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}
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if (!FParse::Value(*CachedCommandLine, TEXT("serverRegion="), ServerRegion))
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{
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UE_LOG(LogShooterGameMode, Warning, TEXT("ServerRegion Missing in Command Line"));
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}
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else
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{
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UE_LOG(LogShooterGameMode, Log, TEXT(">>>Server Region: %s"), *ServerRegion);
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}
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UE_LOG(LogShooterGameMode, Log, TEXT("==================================="));
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}
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else
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{
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UE_LOG(LogShooterGameMode, Log, TEXT("GameLift EC2 Fleet"));
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if (ServerPort == 0)
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{
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UE_LOG(LogShooterGameMode, Error, TEXT("Invalid or Missing Server Port Number. Shutting Down."));
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bIsCriticalError = true;
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}
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else
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{
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UE_LOG(LogShooterGameMode, Log, TEXT("Port: %d"), ServerPort);
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}
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}
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if (bIsCriticalError)
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{
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UE_LOG(LogShooterGameMode, Error, TEXT("Critical Missing or Invalid Arguments in Command Line. Shutting Down."));
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FPlatformMisc::RequestExit(true);
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}
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else
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{
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UE_LOG(LogShooterGameMode, Log, TEXT("Command Line Parsed Successfully."));
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}
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}
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int32 AShooterGameMode::GetConfiguredOrDefaultPort() const
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{
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// Default Unreal Engine listen/dedicated server port
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constexpr int32 DefaultPort = 7777;
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int32 CmdPort = DefaultPort;
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// Check if a port was passed via command line: -port=xxxx
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if (FParse::Value(*CachedCommandLine, TEXT("port="), CmdPort) &&
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GameLiftValidators::IsNumberValid(CmdPort, GameLiftValidators::ServerPortMin, GameLiftValidators::ServerPortMax))
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{
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return CmdPort;
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}
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UE_LOGFMT(LogShooterGameMode, Warning, "Invalid/Missing port in command line - using {0}", DefaultPort);
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return DefaultPort;
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}
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FString AShooterGameMode::GetSHA256Hash(const FString& Input)
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{
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FTCHARToUTF8 Utf8Input(Input);
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FSHA256Signature Hash;
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if (FPlatformMisc::GetSHA256Signature(reinterpret_cast<const uint8*>(Utf8Input.Get()), Utf8Input.Length(), Hash))
|
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{
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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() * sizeof(UTF8CHAR);
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|
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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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return FString::Printf(TEXT("Fail_%dbytes"), Input.Len());
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}
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bool AShooterGameMode::ParseAndOutputResult(const FString& InString, FString& OutValue, bool bRequired)
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{
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// Returns True if it is a critical error, returns false
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if (!FParse::Value(*InString, TEXT("hostId="), HostId))
|
||||
{
|
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UE_LOG(LogShooterGameMode, Error, TEXT("HostId Missing in Command Line"));
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return bRequired;
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}
|
||||
else
|
||||
{
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UE_LOG(LogShooterGameMode, Log, TEXT("Host ID: %s"), *HostId);
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return false;
|
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}
|
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}
|
||||
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bool AShooterGameMode::ValidateFleetId(const FString& InFleetId)
|
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{
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// FRegexMatcher Matcher(FleetIdPattern, InFleetId);
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// return Matcher.IsMatch() &&
|
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// InFleetId.Len() >= 10 &&
|
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// InFleetId.Len() < 128;
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return false;
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}
|
||||
|
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void AShooterGameMode::InitGameLift()
|
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{
|
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#if WITH_GAMELIFT
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//TODO: Need to write later, working on parser first.
|
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#else
|
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UE_LOGFMT(LogShooterGameMode, Warning, "GameLift disabled");
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UE_LOGFMT(LogShooterGameMode, Log, "Calling InitGameLift...");
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|
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// Get the module first
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FGameLiftServerSDKModule* GameLiftSdkModule = &FModuleManager::LoadModuleChecked<FGameLiftServerSDKModule>("GameLiftServerSDK");
|
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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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|
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uint32 PID = FPlatformProcess::GetCurrentProcessId();
|
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FString PIDString = FString::FromInt(static_cast<int32>(PID));
|
||||
|
||||
if (GameLiftConfig.bIsAnywhereFleet)
|
||||
{
|
||||
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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UE_LOGFMT(LogShooterGameMode, Log, "Initializing the GameLift Server...");
|
||||
|
||||
// InitSDK will establish a local connection with GameLfit's agent to enable further communication.
|
||||
FGameLiftGenericOutcome InitSdkOutcome = GameLiftSdkModule->InitSDK(ServerParametersForAnywhere);
|
||||
if (InitSdkOutcome.IsSuccess())
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
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()
|
||||
ProcessParameters->OnStartGameSession.BindLambda([=](Aws::GameLift::Server::Model::GameSession InGameSession)
|
||||
{
|
||||
FString GameSessionId = FString(InGameSession.GetGameSessionId());
|
||||
UE_LOG(LogShooterGameMode, Log, TEXT("GameSession Initializing: %s"), *GameSessionId);
|
||||
GameLiftSdkModule->ActivateGameSession();
|
||||
});
|
||||
|
||||
//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 shutdown.
|
||||
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);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
//This is the HealthCheck 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);
|
||||
UE_LOG(LogShooterGameMode, Log, TEXT("Process Ready!"));
|
||||
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE);
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_RED);
|
||||
UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: Process Ready Failed!"));
|
||||
FGameLiftError ProcessReadyError = ProcessReadyOutcome.GetError();
|
||||
UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: %s"), *ProcessReadyError.m_errorMessage);
|
||||
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE);
|
||||
}
|
||||
|
||||
UE_LOGFMT(LogShooterGameMode, Log, "InitGameLift completed!");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
bool AShooterGameMode::GetAnywhereFleetParameters(const FString& CommandLineString)
|
||||
{
|
||||
bool bAllAnywhereFleetParametersValid = true;
|
||||
GameLiftConfig.AuthTokenResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::AuthToken);
|
||||
if (!GameLiftConfig.AuthTokenResult.bIsValid) bAllAnywhereFleetParametersValid = false;
|
||||
|
||||
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
|
||||
{
|
||||
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_LOGFMT(
|
||||
LogShooterGameMode,
|
||||
Error,
|
||||
"AuthToken: {0}",
|
||||
FString::Format(
|
||||
*GameLiftConfig.AuthTokenResult.ErrorMessage,
|
||||
{
|
||||
FStringFormatArg(GetTokenName(GameLiftConfig.AuthTokenResult)),
|
||||
FStringFormatArg(GetValueOrHash(GameLiftConfig.AuthTokenResult.Value)),
|
||||
}
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
if (GameLiftConfig.FleetIdResult.bIsValid)
|
||||
{
|
||||
UE_LOGFMT(LogShooterGameMode, Log, "FleetId: {0}", GameLiftConfig.FleetIdResult.Value);
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOGFMT(
|
||||
LogShooterGameMode,
|
||||
Error,
|
||||
"FleetId: {0}",
|
||||
FString::Format(
|
||||
*GameLiftConfig.FleetIdResult.ErrorMessage,
|
||||
{
|
||||
FStringFormatArg(GetTokenName(GameLiftConfig.FleetIdResult)),
|
||||
FStringFormatArg(GameLiftConfig.FleetIdResult.Value)
|
||||
}
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
94
Source/FPSTemplate/Private/GameLift/GameLiftClp.cpp
Normal file
94
Source/FPSTemplate/Private/GameLift/GameLiftClp.cpp
Normal file
@@ -0,0 +1,94 @@
|
||||
#include "GameLift/GameLiftClp.h"
|
||||
|
||||
int32 cmdlineparser::GetConfiguredOrDefaultPort(const FString& Token)
|
||||
{
|
||||
return details::GetConfiguredOrDefaultPort(FCommandLine::Get(), Token);
|
||||
}
|
||||
|
||||
int32 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::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 = FString::Format(*ErrorMessage, {FStringFormatArg(TokenName), FStringFormatArg(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;
|
||||
}
|
||||
|
||||
int32 cmdlineparser::details::GetConfiguredOrDefaultPort(const FString& CommandLine, const FString& Token)
|
||||
{
|
||||
const int32 Port = FURL::UrlConfig.DefaultPort;
|
||||
|
||||
if (int32 CliPort; FParse::Value(*CommandLine, *EnsureEndsWith(Token, TEXT("=")), CliPort))
|
||||
{
|
||||
if (CliPort >= details::MIN_PORT && CliPort <= details::MAX_PORT)
|
||||
{
|
||||
return CliPort;
|
||||
}
|
||||
}
|
||||
return Port;
|
||||
}
|
||||
|
||||
bool cmdlineparser::details::DoesRegExMatch(const FString& Text, const FString& Pattern)
|
||||
{
|
||||
const FRegexPattern RegexPattern(Pattern);
|
||||
FRegexMatcher Matcher(RegexPattern, Text);
|
||||
return Matcher.FindNext();
|
||||
}
|
||||
32
Source/FPSTemplate/Private/GameLiftClpTypes.cpp
Normal file
32
Source/FPSTemplate/Private/GameLiftClpTypes.cpp
Normal file
@@ -0,0 +1,32 @@
|
||||
#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("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("^[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;
|
||||
}();
|
||||
@@ -3,8 +3,8 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameLiftClpTypes.h"
|
||||
#include "ShooterGameModeBase.h"
|
||||
|
||||
#include "ShooterGameMode.generated.h"
|
||||
|
||||
DECLARE_LOG_CATEGORY_EXTERN(LogShooterGameMode, Log, All);
|
||||
@@ -12,48 +12,19 @@ DECLARE_LOG_CATEGORY_EXTERN(LogShooterGameMode, Log, All);
|
||||
struct FProcessParameters;
|
||||
struct FServerParameters;
|
||||
|
||||
struct FGameLiftCliConfig
|
||||
struct FGameLiftConfig
|
||||
{
|
||||
bool bDebugMode = false;
|
||||
bool bIsAnywhereFleet = false;
|
||||
bool bIsCriticalError = false;
|
||||
bool bAllOptionsFound = false;
|
||||
|
||||
int32 ServerPort = 0;
|
||||
|
||||
FString AuthToken;
|
||||
FString FleetId;
|
||||
FString HostId;
|
||||
FString WebSocketUrl;
|
||||
FString ServerRegion;
|
||||
int32 ServerPort = 7777;
|
||||
|
||||
cmdlineparser::details::FParseResult AuthTokenResult;
|
||||
cmdlineparser::details::FParseResult FleetIdResult;
|
||||
cmdlineparser::details::FParseResult HostIdResult;
|
||||
cmdlineparser::details::FParseResult WebSocketUrlResult;
|
||||
};
|
||||
|
||||
namespace GameLiftValidators
|
||||
{
|
||||
extern const FRegexPattern FleetIdPattern;
|
||||
extern const int32 FleetIdLengthMin;
|
||||
extern const int32 FleetIdLengthMax;
|
||||
extern const FString ServerRegionPattern;
|
||||
extern const int32 ServerRegionLengthMin;
|
||||
extern const int32 ServerRegionLengthMax;
|
||||
extern const FString WebSocketUrlPattern;
|
||||
extern const int32 WebSocketUrlLengthMin;
|
||||
extern const int32 WebSocketUrlLengthMax;
|
||||
extern const FString AuthTokenPattern;
|
||||
extern const int32 AuthTokenLengthMin;
|
||||
extern const int32 AuthTokenLengthMax;
|
||||
extern const FString HostIdPattern;
|
||||
extern const int32 HostIdLengthMin;
|
||||
extern const int32 HostIdLengthMax;
|
||||
extern const int32 ServerPortMin;
|
||||
extern const int32 ServerPortMax;
|
||||
extern const int32 WebSocketPortMin;
|
||||
extern const int32 WebSocketPortMax;
|
||||
|
||||
bool IsStringValid(const FString& Value, const FRegexPattern& OptionalPattern, int32 Min, int32 Max);
|
||||
bool IsNumberValid(int32 Value, int32 Min, int32 Max);
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
@@ -61,55 +32,26 @@ UCLASS()
|
||||
class FPSTEMPLATE_API AShooterGameMode : public AShooterGameModeBase
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
AShooterGameMode();
|
||||
|
||||
protected:
|
||||
|
||||
UPROPERTY(Config, BlueprintReadOnly)
|
||||
bool bIsAnywhereFleet = false;
|
||||
|
||||
UPROPERTY(Config, BlueprintReadOnly)
|
||||
FString FleetId;
|
||||
|
||||
UPROPERTY(Config, BlueprintReadOnly)
|
||||
FString AuthToken;
|
||||
|
||||
UPROPERTY(Config, BlueprintReadOnly)
|
||||
FString HostId;
|
||||
|
||||
UPROPERTY(Config, BlueprintReadOnly)
|
||||
FString WebSocketUrl;
|
||||
|
||||
UPROPERTY(Config)
|
||||
FString ServerRegion;
|
||||
|
||||
UPROPERTY(Config, BlueprintReadOnly)
|
||||
int32 ServerPort;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
bool bDebugMode = false;
|
||||
|
||||
virtual void BeginPlay() override;
|
||||
virtual void InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage) override;
|
||||
void InitGame_original(const FString& MapName, const FString& Options, FString& ErrorMessage);
|
||||
|
||||
private:
|
||||
|
||||
FGameLiftCliConfig GameLiftConfig;
|
||||
|
||||
FGameLiftConfig GameLiftConfig;
|
||||
FString CachedCommandLine;
|
||||
TSharedPtr<FProcessParameters> ProcessParameters;
|
||||
TSharedPtr<FServerParameters> ServerParameters;
|
||||
|
||||
int32 GetConfiguredOrDefaultPort() const;
|
||||
static FString GetSHA256Hash(const FString& Input);
|
||||
|
||||
bool ParseAndOutputResult(const FString& InString, FString& OutValue, bool bRequired = false);
|
||||
bool ParseAndValidate(const FString& InArguments, FGameLiftCliConfig& Config);
|
||||
static bool ValidateFleetId(const FString& InFleetId);
|
||||
|
||||
static FString GetSHA256Hash(const FString& CommandLineString);
|
||||
void InitGameLift();
|
||||
};
|
||||
|
||||
bool GetAnywhereFleetParameters(const FString& CommandLineString);
|
||||
void LogAnywhereFleetParameters();
|
||||
static void LogServerParameters(const FServerParameters& InServerParameters);
|
||||
static FString GetValueOrHash(const FString& Value);
|
||||
|
||||
TSharedPtr<FProcessParameters> ProcessParameters;
|
||||
// TSharedPtr<FServerParameters> ServerParameters;
|
||||
};
|
||||
|
||||
24
Source/FPSTemplate/Public/GameLift/GameLiftClp.h
Normal file
24
Source/FPSTemplate/Public/GameLift/GameLiftClp.h
Normal file
@@ -0,0 +1,24 @@
|
||||
#pragma once
|
||||
#include "GameLiftClpTypes.h"
|
||||
#include "CoreMinimal.h"
|
||||
|
||||
namespace cmdlineparser
|
||||
{
|
||||
// int32 GetConfiguredOrDefaultPort();
|
||||
int32 GetConfiguredOrDefaultPort(const FString& Token = TEXT("port="));
|
||||
int32 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);
|
||||
int32 GetConfiguredOrDefaultPort(const FString& CommandLine, const FString& Token);
|
||||
bool DoesRegExMatch(const FString& Text, const FString& Pattern);
|
||||
}
|
||||
|
||||
36
Source/FPSTemplate/Public/GameLiftClpTypes.h
Normal file
36
Source/FPSTemplate/Public/GameLiftClpTypes.h
Normal file
@@ -0,0 +1,36 @@
|
||||
#pragma once
|
||||
|
||||
namespace cmdlineparser::details
|
||||
{
|
||||
enum EAvailableTokens
|
||||
{
|
||||
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;
|
||||
FString Value;
|
||||
bool bIsValid;
|
||||
EErrorCodes ErrorCode;
|
||||
FString ErrorMessage;
|
||||
|
||||
};
|
||||
}
|
||||
Reference in New Issue
Block a user