25 Commits

Author SHA1 Message Date
Norman Lansing
9fb60888ba Lesson 67 - Portal Setup 2026-03-22 17:18:22 -04:00
Norman Lansing
acc105c84d WBP_ListFleetsBox to make it larger, and to allow sizing changes 2026-03-18 06:58:22 -04:00
Norman Lansing
d9eb52c047 Lesson 66 - Displaying Fleet Data 2026-03-17 07:16:52 -04:00
Norman Lansing
e95360489b Lesson 65 - ListFleets Callback 2026-03-16 22:30:26 -04:00
Norman Lansing
6f3e1d1f86 Lesson 65 - Parsing Errors 2026-03-16 18:12:29 -04:00
Norman Lansing
30c1e42379 Lesson 63 - Parsing the Payload 2026-03-16 06:46:34 -04:00
Norman Lansing
7f154aa6f9 Lesson 62 - Parsing the MetaData 2026-03-16 06:30:18 -04:00
Norman Lansing
8d6f3f68f1 Lesson 61 - Parsing an HTTP Response 2026-03-15 22:09:50 -04:00
Norman Lansing
3912fe52c6 Lesson 60 - Making an HTTP Request 2026-03-15 21:46:18 -04:00
Norman Lansing
d989960b41 Lesson 59 - Game Sessions API Data Asset 2026-03-15 17:31:56 -04:00
Norman Lansing
3407b94731 Lesson 58 - HTTP Request Manager 2026-03-15 17:02:22 -04:00
Norman Lansing
b26e9eb576 Lesson 57 - List Fleets Widget 2026-03-15 16:19:51 -04:00
Norman Lansing
898fba8153 Lession 56 - API Test HUD 2026-03-15 09:19:39 -04:00
Norman Lansing
f52a4225c3 Lesson 55 - #if #endif blocks added to DS_GameMode.cpp to prevent gamelift issues in editor mode 2026-03-15 08:58:52 -04:00
Norman Lansing
2ec989d34a Lesson 55 - Dedicated Servers Game Mode 2026-03-15 08:53:18 -04:00
Norman Lansing
3e61d4cec0 Lesson 54 - Creating a Module 2026-03-14 21:05:22 -04:00
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
59 changed files with 1372 additions and 305 deletions

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@@ -2,9 +2,9 @@
CommonUI.Debug.CheckGameViewportClientValid=0 CommonUI.Debug.CheckGameViewportClientValid=0
[/Script/EngineSettings.GameMapsSettings] [/Script/EngineSettings.GameMapsSettings]
GameDefaultMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap GameDefaultMap=/Game/Maps/StartupMap.StartupMap
EditorStartupMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap EditorStartupMap=/Game/Maps/StartupMap.StartupMap
GlobalDefaultGameMode=/Game/Blueprints/Game/BP_ShooterGameMode.BP_ShooterGameMode_C GlobalDefaultGameMode=/Game/Blueprints/Game/BP_ShooterGameModeBase.BP_ShooterGameModeBase_C
ServerDefaultMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap ServerDefaultMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap
[/Script/WindowsTargetPlatform.WindowsTargetSettings] [/Script/WindowsTargetPlatform.WindowsTargetSettings]
@@ -179,6 +179,11 @@ DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=False,bUseMBPOu
MinDeltaVelocityForHitEvents=0.000000 MinDeltaVelocityForHitEvents=0.000000
ChaosSettings=(DefaultThreadingModel=TaskGraph,DedicatedThreadTickMode=VariableCappedWithTarget,DedicatedThreadBufferMode=Double) ChaosSettings=(DefaultThreadingModel=TaskGraph,DedicatedThreadTickMode=VariableCappedWithTarget,DedicatedThreadBufferMode=Double)
[URL]
DefaultPort=7777
[CoreRedirects] [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")

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@@ -12,6 +12,11 @@
"Engine", "Engine",
"UMG" "UMG"
] ]
},
{
"Name": "DedicatedServers",
"Type": "Runtime",
"LoadingPhase": "Default"
} }
], ],
"Plugins": [ "Plugins": [
@@ -53,10 +58,6 @@
{ {
"Name": "PerforceSourceControl", "Name": "PerforceSourceControl",
"Enabled": false "Enabled": false
},
{
"Name": "GameLiftPlugin",
"Enabled": true
} }
] ]
} }

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@@ -0,0 +1,44 @@
// Copyright Epic Games, Inc. All Rights Reserved.
using System.IO;
using UnrealBuildTool;
using System.Linq;
public class DedicatedServers : ModuleRules
{
public DedicatedServers(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[]
{
"Core",
"CoreUObject",
"Engine",
"GameplayTags",
"HTTP"
});
PrivateDependencyModuleNames.AddRange(new string[]
{
"Slate",
"SlateCore",
"OpenSSL",
"UMG",
"Json",
"JsonUtilities"
});
// Adds in the plugin for GameLiftServerSDK if it is the server build.
if (Target.Type == TargetType.Server)
{
PublicDependencyModuleNames.Add("GameLiftServerSDK");
}
else
{
PublicDefinitions.Add("WITH_GAMELIFT=0");
}
bEnableExceptions = true;
}
}

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@@ -0,0 +1,8 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "DedicatedServers.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_MODULE( FDefaultModuleImpl, DedicateServers );
DEFINE_LOG_CATEGORY(LogDedicatedServers);

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@@ -0,0 +1,7 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
DECLARE_LOG_CATEGORY_EXTERN(LogDedicatedServers, Log, All)

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@@ -0,0 +1,11 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Data/API/APIData.h"
FString UAPIData::GetAPIEndpoint(const FGameplayTag& APIEndpoint)
{
const FString ResourceName = Resources.FindChecked(APIEndpoint);
return InvokeUrl + "/" + Stage + "/" + ResourceName;
}

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@@ -0,0 +1,364 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "DedicatedServers/Public/Game/DS_GameMode.h"
#include "openssl/sha.h"
#include "GameLift/GameLiftClp.h"
#if WITH_GAMELIFT
#include "GameLiftServerSDK.h"
#endif
DEFINE_LOG_CATEGORY(LogDS_GameMode);
void ADS_GameMode::BeginPlay()
{
Super::BeginPlay();
}
void ADS_GameMode::InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage)
{
Super::InitGame(MapName, Options, ErrorMessage);
#if WITH_GAMELIFT
CachedCommandLine = FCommandLine::Get();
const FPortResult PortResult = cmdlineparser::details::GetConfiguredOrDefaultPort(CachedCommandLine, TEXT("port"));;
if (PortResult.bUsedDefaultPort)
{
UE_LOGFMT (LogDS_GameMode, Warning, "{0}", PortResult.WarningMessage);
}
GameLiftConfig.ServerPort = PortResult.Port;
if (FParse::Param(*CachedCommandLine, TEXT("glAnywhereFleet")))
{
UE_LOGFMT(LogDS_GameMode, Log, "Fleet type: Anywhere");
GameLiftConfig.bIsAnywhereFleet = true;
GameLiftConfig.bAllOptionsFound = GetAnywhereFleetParameters(CachedCommandLine);
LogAnywhereFleetParameters();
}
else
{
UE_LOGFMT(LogDS_GameMode, Log, "Fleet type: EC2");
// TODO: EC2 configuration
}
#endif
}
FString ADS_GameMode::GetSHA256Hash(const FString& InString)
{
if (InString.IsEmpty())
return TEXT("e3b0c44298fc1c149afbf4c8996fb92427ae41e4649b934ca495991b7852b855");
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 ADS_GameMode::InitGameLift()
{
#if WITH_GAMELIFT
UE_LOGFMT(LogDS_GameMode, Log, "Calling InitGameLift...");
// Get the module first
FGameLiftServerSDKModule* GameLiftSdkModule = &FModuleManager::LoadModuleChecked<FGameLiftServerSDKModule>("GameLiftServerSDK");
FGameLiftGenericOutcome InitSdkOutcome;
UE_LOGFMT(LogDS_GameMode, Log, "Initializing the GameLift Server...");
if (GameLiftConfig.bIsAnywhereFleet)
{
// Define the server parameters for an Anywhere fleet. These are not needed for a GameLift managed EC2 fleet.
FServerParameters ServerParametersForAnywhere;
uint32 PID = FPlatformProcess::GetCurrentProcessId();
FString PIDString = FString::FromInt(static_cast<int32>(PID));
UE_LOGFMT(LogDS_GameMode, 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
{
InitSdkOutcome = GameLiftSdkModule->InitSDK();
}
if (InitSdkOutcome.IsSuccess())
{
UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_GREEN);
UE_LOG(LogDS_GameMode, Log, TEXT("GameLift InitSDK succeeded!"));
UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_NONE);
}
else
{
UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_RED);
UE_LOG(LogDS_GameMode, Log, TEXT("ERROR: InitSDK failed : ("));
FGameLiftError GameLiftError = InitSdkOutcome.GetError();
UE_LOG(LogDS_GameMode, Log, TEXT("ERROR: %s"), *GameLiftError.m_errorMessage);
UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_NONE);
return;
}
ProcessParameters = MakeShared<FProcessParameters>();
//When a game session is created, Amazon GameLift Servers sends an activation request to the game server and passes along the game session object containing game properties and other settings.
//Here is where a game server should take action based on the game session object.
//Once the game server is ready to receive incoming player connections, it should invoke GameLiftServerAPI.ActivateGameSession()
// ReSharper disable once CppPassValueParameterByConstReference - not safe to do with async lambdas
ProcessParameters->OnStartGameSession.BindLambda([=](Aws::GameLift::Server::Model::GameSession InGameSession)
{
const FString GameSessionId = FString(InGameSession.GetGameSessionId());
UE_LOG(LogDS_GameMode, 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 shut down.
ProcessParameters->OnTerminate.BindLambda([=]()
{
UE_LOG(LogDS_GameMode, 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(LogDS_GameMode, Log, TEXT("Server process ending successfully"));
}
else {
if (!processEndingOutcome.IsSuccess()) {
const FGameLiftError& error = processEndingOutcome.GetError();
UE_LOG(LogDS_GameMode, 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(LogDS_GameMode, Error, TEXT("Destroy() failed. Error: %s"),
error.m_errorMessage.IsEmpty() ? TEXT("Unknown error") : *error.m_errorMessage);
}
}
GLog->Flush();
FGenericPlatformMisc::RequestExit(false);
});
//This is the Health Check callback.
//Amazon GameLift Servers will invoke this callback every 60 seconds or so.
//Here, a game server might want to check the health of dependencies and such.
//Simply return true if healthy, false otherwise.
//The game server has 60 seconds to respond with its health status. Amazon GameLift Servers will default to 'false' if the game server doesn't respond in time.
//In this case, we're always healthy!
ProcessParameters->OnHealthCheck.BindLambda([]()
{
UE_LOG(LogDS_GameMode, 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(LogDS_GameMode, Log, "Calling Process Ready...");
FGameLiftGenericOutcome ProcessReadyOutcome = GameLiftSdkModule->ProcessReady(*ProcessParameters);
if (ProcessReadyOutcome.IsSuccess())
{
UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_GREEN);
UE_LOG(LogDS_GameMode, Log, TEXT("Process Ready!"));
UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_NONE);
}
else
{
UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_RED);
UE_LOG(LogDS_GameMode, Log, TEXT("ERROR: Process Ready Failed!"));
FGameLiftError ProcessReadyError = ProcessReadyOutcome.GetError();
UE_LOG(LogDS_GameMode, Log, TEXT("ERROR: %s"), *ProcessReadyError.m_errorMessage);
UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_NONE);
return;
}
UE_LOGFMT(LogDS_GameMode, Log, "InitGameLift completed!");
#endif
}
bool ADS_GameMode::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 ADS_GameMode::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(LogDS_GameMode, Log, "Anywhere Fleet Parameters:");
if (GameLiftConfig.AuthTokenResult.bIsValid)
{
UE_LOGFMT(LogDS_GameMode, Log, "AuthToken: {0}", GetValueOrHash(GameLiftConfig.AuthTokenResult.Value));
}
else
{
UE_LOGFMT(
LogDS_GameMode,
Error,
"AuthToken: {0}",
FString::Format(
*GameLiftConfig.AuthTokenResult.ErrorMessage,
{
FStringFormatArg(GetTokenName(GameLiftConfig.AuthTokenResult)),
FStringFormatArg(GetValueOrHash(GameLiftConfig.AuthTokenResult.Value)),
}
)
);
}
if (GameLiftConfig.FleetIdResult.bIsValid)
{
UE_LOGFMT(LogDS_GameMode, Log, "FleetId: {0}", GameLiftConfig.FleetIdResult.Value);
}
else
{
UE_LOGFMT(
LogDS_GameMode,
Error,
"FleetId: {0}",
FString::Format(
*GameLiftConfig.FleetIdResult.ErrorMessage,
{
FStringFormatArg(GetTokenName(GameLiftConfig.FleetIdResult)),
FStringFormatArg(GameLiftConfig.FleetIdResult.Value)
}
)
);
}
if (GameLiftConfig.HostIdResult.bIsValid)
{
UE_LOGFMT(LogDS_GameMode, Log, "HostId: {0}", GameLiftConfig.HostIdResult.Value);
}
else
{
UE_LOGFMT(
LogDS_GameMode,
Error,
"HostId: {0}",
FString::Format(
*GameLiftConfig.HostIdResult.ErrorMessage,
{
FStringFormatArg(GetTokenName(GameLiftConfig.HostIdResult)),
FStringFormatArg(GameLiftConfig.HostIdResult.Value)
}
)
);
}
if (GameLiftConfig.WebSocketUrlResult.bIsValid)
{
UE_LOGFMT(LogDS_GameMode, Log, "WebSocketUrl: {0}", GameLiftConfig.WebSocketUrlResult.Value);
}
else
{
UE_LOGFMT(
LogDS_GameMode,
Error,
"WebSocketUrl: {0}",
FString::Format(
*GameLiftConfig.WebSocketUrlResult.ErrorMessage,
{
FStringFormatArg(GetTokenName(GameLiftConfig.WebSocketUrlResult)),
FStringFormatArg(GameLiftConfig.WebSocketUrlResult.Value)
}
)
);
}
UE_LOGFMT(LogDS_GameMode, Log, "Server Port: {0}", GameLiftConfig.ServerPort);
if (GameLiftConfig.bAllOptionsFound)
{
UE_LOGFMT(LogDS_GameMode, Log, "Anywhere Fleet Parameters Loaded Successfully....");
}
else
{
UE_LOGFMT(LogDS_GameMode, Error, "Anywhere Fleet Parameters Load FAILED....");
}
}
void ADS_GameMode::LogServerParameters(const FServerParameters& InServerParameters)
{
#if WITH_GAMELIFT
UE_LOGFMT(LogDS_GameMode, Log, ">>>> WebSocket URL: {WebSocketUrl}", InServerParameters.m_webSocketUrl);
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Fleet ID: {FleetId}", InServerParameters.m_fleetId);
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Process ID: {ProcessId}", InServerParameters.m_processId);
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Host ID (Compute Name): {HostId}", InServerParameters.m_hostId);
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Auth Token: {AuthToken}", GetValueOrHash(InServerParameters.m_authToken));
if (!InServerParameters.m_awsRegion.IsEmpty())
{
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Aws Region: {AwsRegion}", InServerParameters.m_awsRegion);
}
if (!InServerParameters.m_accessKey.IsEmpty())
{
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Access Key: {AccessKey}", GetValueOrHash(InServerParameters.m_accessKey));
}
if (!InServerParameters.m_secretKey.IsEmpty())
{
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Secret Key: {SecretKey}", GetValueOrHash(InServerParameters.m_secretKey));
}
if (!InServerParameters.m_sessionToken.IsEmpty())
{
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Session Token: {SessionToken}", GetValueOrHash(InServerParameters.m_sessionToken));
}
#endif
}
FString ADS_GameMode::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;
}();

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@@ -0,0 +1,9 @@
#include "GameplayTags/DedicatedServersTags.h"
namespace DedicatedServersTags
{
namespace GameSessionsAPI
{
UE_DEFINE_GAMEPLAY_TAG_COMMENT(ListFleets, "DedicatedServersTags.GameSessionsAPI.ListFleets", "List Fleets resource on the Game Session Resource")
}
}

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@@ -0,0 +1,4 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "UI/API/GameSessions/JoinGame.h"

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@@ -0,0 +1,4 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "UI/API/ListFleets/FleetId.h"

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@@ -0,0 +1,4 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "UI/API/ListFleets/ListFleetsBox.h"

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@@ -0,0 +1,48 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "UI/API_Test/APITestManager.h"
#include "HttpModule.h"
#include "JsonObjectConverter.h"
#include "Data/API/APIData.h"
#include "DedicatedServers/DedicatedServers.h"
#include "GameplayTags/DedicatedServersTags.h"
#include "Interfaces/IHttpResponse.h"
#include "UI/HTTP/HTTPRequestTypes.h"
void UAPITestManager::ListFleets()
{
check(APIData);
TSharedRef<IHttpRequest> Request = FHttpModule::Get().CreateRequest();
Request->OnProcessRequestComplete().BindUObject(this, &UAPITestManager::ListFleets_Response);
const FString APIUrl = APIData->GetAPIEndpoint(DedicatedServersTags::GameSessionsAPI::ListFleets);
Request->SetURL(APIUrl);
Request->SetVerb(TEXT("GET"));
Request->SetHeader(TEXT("Content-Type"), TEXT("application/json"));
Request->ProcessRequest();
}
void UAPITestManager::ListFleets_Response(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Blue, "List Fleets Response Received");
TSharedPtr<FJsonObject> JsonObject;
TSharedRef<TJsonReader<>> JsonReader = TJsonReaderFactory<>::Create(Response->GetContentAsString());
if (FJsonSerializer::Deserialize(JsonReader, JsonObject))
{
const TSharedPtr<FJsonObject>* ErrorObjPtr = nullptr;;
if (ContainsErrors(JsonObject, false))
{
OnListFleetsResponseReceived.Broadcast(FDS_ListFleetsResponse(), false);
return;
}
DumpMetaData(JsonObject);
FDS_ListFleetsResponse ListFleetsResponse;
FJsonObjectConverter::JsonObjectToUStruct(JsonObject.ToSharedRef(), &ListFleetsResponse);
ListFleetsResponse.Dump();
OnListFleetsResponseReceived.Broadcast(ListFleetsResponse, true);
}
}

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@@ -0,0 +1,60 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "UI/API_Test/APITestOverlay.h"
#include "UI/API_Test/APITestManager.h"
#include "Components/Button.h"
#include "Components/ScrollBox.h"
#include "Components/TextBlock.h"
#include "UI/API/ListFleets/FleetId.h"
#include "UI/API/ListFleets/ListFleetsBox.h"
#include "UI/HTTP/HTTPRequestTypes.h"
void UAPITestOverlay::NativeConstruct()
{
Super::NativeConstruct();
check(APITestManagerClass);
APITestManager = NewObject<UAPITestManager>(this, APITestManagerClass);
check (ListFleetsBox)
check (ListFleetsBox->Button_ListFleets)
ListFleetsBox->Button_ListFleets->OnClicked.AddDynamic(this, &UAPITestOverlay::ListFleetsButtonClicked);
}
void UAPITestOverlay::ListFleetsButtonClicked()
{
check(APITestManager);
APITestManager->OnListFleetsResponseReceived.AddDynamic(this, &UAPITestOverlay::OnListFleetsResponseReceived);
APITestManager->ListFleets();
ListFleetsBox->Button_ListFleets->SetIsEnabled(false);
}
void UAPITestOverlay::OnListFleetsResponseReceived(const FDS_ListFleetsResponse& ListFleetResponse, bool bWasSuccessful)
{
if (APITestManager->OnListFleetsResponseReceived.IsAlreadyBound(this, &UAPITestOverlay::OnListFleetsResponseReceived))
{
APITestManager->OnListFleetsResponseReceived.RemoveDynamic(this, &UAPITestOverlay::OnListFleetsResponseReceived);
}
check(FleetIdWidgetClass);
ListFleetsBox->ScrollBox_ListFleets->ClearChildren();
if (bWasSuccessful)
{
for (const FString& FleetId : ListFleetResponse.FleetIds)
{
UFleetId* FleetIdWidget = CreateWidget<UFleetId>(this, FleetIdWidgetClass);
FleetIdWidget->TextBlock_FleetId->SetText(FText::FromString(FleetId));
ListFleetsBox->ScrollBox_ListFleets->AddChild(FleetIdWidget);
}
}
else
{
UFleetId* FleetIdWidget = CreateWidget<UFleetId>(this, FleetIdWidgetClass);
FleetIdWidget->TextBlock_FleetId->SetText(FText::FromString("Something went wrong!"));
ListFleetsBox->ScrollBox_ListFleets->AddChild(FleetIdWidget);
}
ListFleetsBox->Button_ListFleets->SetIsEnabled(true);
}

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@@ -0,0 +1,17 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "UI/API_Test/API_TestHUD.h"
#include "UI/API_Test/APITestOverlay.h"
void AAPI_TestHUD::BeginPlay()
{
Super::BeginPlay();
APlayerController* PlayerController = GetOwningPlayerController();
if (IsValid(PlayerController) && APITestOverlayClass)
{
APITestOverlay = CreateWidget<UAPITestOverlay>(PlayerController, APITestOverlayClass);
APITestOverlay->AddToViewport();
}
}

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@@ -0,0 +1,45 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "UI/HTTP/HTTPRequestManager.h"
#include "HTTPRequestTypes.h"
#include "JsonObjectConverter.h"
#include "DedicatedServers/DedicatedServers.h"
bool UHTTPRequestManager::ContainsErrors(TSharedPtr<FJsonObject> JsonObject, bool bSuppressLog)
{
if (JsonObject->HasField(TEXT("errorType")) || JsonObject->HasField(TEXT("errorMessage")))
{
if (!bSuppressLog)
{
FString ErrorType = JsonObject->HasField(TEXT("errorType")) ? JsonObject->GetStringField(TEXT("errorType")) : TEXT("Unknown Error");
FString ErrorMessage = JsonObject->HasField(TEXT("errorMessage")) ? JsonObject->GetStringField(TEXT("errorMessage")) : TEXT("Unknown Error Message");
UE_LOGFMT(LogDedicatedServers, Error, "Error Type: {ErrorType}", ErrorType);
UE_LOGFMT(LogDedicatedServers, Error, "Error Message: {ErrorMessage}", ErrorMessage);
}
return true;
}
if (JsonObject->HasField(TEXT("$fault")))
{
if (!bSuppressLog)
{
FString ErrorType = JsonObject->HasField(TEXT("name")) ? JsonObject->GetStringField(TEXT("name")) : TEXT("Unknown Error");
UE_LOGFMT(LogDedicatedServers, Error, "Error Type: {ErrorType}", ErrorType);
}
return true;
}
return false;
}
void UHTTPRequestManager::DumpMetaData(TSharedPtr<FJsonObject> JsonObject)
{
if (JsonObject->HasField(TEXT("$metadata")))
{
TSharedPtr<FJsonObject> MetaDataJsonObject = JsonObject->GetObjectField(TEXT("$metadata"));
FDS_MetaData DSMetaData;
FJsonObjectConverter::JsonObjectToUStruct(MetaDataJsonObject.ToSharedRef(), &DSMetaData);
DSMetaData.Dump();
}
}

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@@ -0,0 +1,24 @@
#include "UI/HTTP/HTTPRequestTypes.h"
#include "DedicatedServers/DedicatedServers.h"
void FDS_MetaData::Dump() const
{
UE_LOGFMT(LogDedicatedServers, Log, "MetaData:");
UE_LOGFMT(LogDedicatedServers, Log, "httpStatusCode: {httpStatusCode}", httpStatusCode);
UE_LOGFMT(LogDedicatedServers, Log, "requestId: {requestId}", requestId);
UE_LOGFMT(LogDedicatedServers, Log, "attemps: {attempts}", attempts);
UE_LOGFMT(LogDedicatedServers, Log, "totalRetryDelay: {totalRetryDelay}", totalRetryDelay);
}
void FDS_ListFleetsResponse::Dump() const
{
UE_LOGFMT(LogDedicatedServers, Log, "ListFleetsResponse:");
for (const FString& FleetId : FleetIds)
{
UE_LOGFMT(LogDedicatedServers, Log, "FleetId: {FleetId}", FleetId);
}
if (!NextToken.IsEmpty())
{
UE_LOGFMT(LogDedicatedServers, Log, "NextToken: {NextToken}", NextToken);
}
}

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@@ -0,0 +1,43 @@
#pragma once
// Because this is in the private section is is still usable by the DedicatedServer Module, but not outside of the module.
#include "HTTPRequestTypes.generated.h"
USTRUCT()
struct FDS_MetaData
{
GENERATED_BODY()
public:
UPROPERTY()
int32 httpStatusCode{};
UPROPERTY()
FString requestId{};
UPROPERTY()
int32 attempts{};
UPROPERTY()
double totalRetryDelay{};
void Dump() const;
};
USTRUCT()
struct FDS_ListFleetsResponse
{
GENERATED_BODY()
public:
UPROPERTY()
TArray<FString> FleetIds{};
UPROPERTY()
FString NextToken{};
void Dump() const;
};

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@@ -0,0 +1,23 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "UI/Portal/PortalHUD.h"
#include "UI/Portal/SignIn/SignInOverlay.h"
#include "Blueprint/UserWidget.h"
void APortalHUD::BeginPlay()
{
Super::BeginPlay();
APlayerController* OwningPlayerController = GetOwningPlayerController();
SignInOverlay = CreateWidget<USignInOverlay>(OwningPlayerController, SignInOverlayClass);
if (IsValid(SignInOverlay))
{
SignInOverlay->AddToViewport();
}
const FInputModeGameAndUI InputModeData;
OwningPlayerController->SetInputMode(InputModeData);
OwningPlayerController->SetShowMouseCursor(true);
}

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@@ -0,0 +1,4 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "UI/Portal/PortalManager.h"

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@@ -0,0 +1,14 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "UI/Portal/SignIn/SignInOverlay.h"
#include "UI/Portal/PortalManager.h"
void USignInOverlay::NativeConstruct()
{
Super::NativeConstruct();
check(PortalManagerClass);
PortalManager = NewObject<UPortalManager>(PortalManagerClass);
}

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@@ -0,0 +1,38 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "GameplayTags/DedicatedServersTags.h"
#include "APIData.generated.h"
/**
*
*/
UCLASS()
class DEDICATEDSERVERS_API UAPIData : public UDataAsset
{
GENERATED_BODY()
public:
FString GetAPIEndpoint(const FGameplayTag& APIEndpoint);
protected:
// Name of the API - for labeling in the Data Asset; this is not used by any code.
UPROPERTY(EditAnywhere)
FString Name;
UPROPERTY(EditDefaultsOnly)
FString InvokeUrl;
UPROPERTY(EditDefaultsOnly)
FString Stage;
UPROPERTY(EditDefaultsOnly)
TMap<FGameplayTag, FString> Resources;
};

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@@ -0,0 +1,50 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "DedicatedServers/Public/GameLiftClpTypes.h"
#include "GameFramework/GameMode.h"
#include "DS_GameMode.generated.h"
DECLARE_LOG_CATEGORY_EXTERN(LogDS_GameMode, 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;
};
UCLASS()
class DEDICATEDSERVERS_API ADS_GameMode : public AGameMode
{
GENERATED_BODY()
protected:
virtual void BeginPlay() override;
virtual void InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage) override;
private:
FGameLiftConfig GameLiftConfig;
FString CachedCommandLine;
TSharedPtr<FProcessParameters> ProcessParameters;
static FString GetSHA256Hash(const FString& InString);
void InitGameLift();
bool GetAnywhereFleetParameters(const FString& CommandLineString);
void LogAnywhereFleetParameters();
static void LogServerParameters(const FServerParameters& InServerParameters);
static FString GetValueOrHash(const FString& Value);
};

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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();
};
}

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@@ -0,0 +1,12 @@
#pragma once
#include "CoreMinimal.h"
#include "NativeGameplayTags.h"
namespace DedicatedServersTags
{
namespace GameSessionsAPI
{
UE_DECLARE_GAMEPLAY_TAG_EXTERN(ListFleets)
}
}

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@@ -0,0 +1,27 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "JoinGame.generated.h"
class UButton;
class UTextBlock;
/**
*
*/
UCLASS()
class DEDICATEDSERVERS_API UJoinGame : public UUserWidget
{
GENERATED_BODY()
public:
UPROPERTY(meta = (BindWidget))
TObjectPtr<UButton> Button_JoinGame;
UPROPERTY(meta = (BindWidget))
TObjectPtr<UTextBlock> TextBlock_StatusMessage;
};

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@@ -0,0 +1,23 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "FleetId.generated.h"
class UTextBlock;
/**
*
*/
UCLASS()
class DEDICATEDSERVERS_API UFleetId : public UUserWidget
{
GENERATED_BODY()
public:
UPROPERTY(meta = (BindWidget), BlueprintReadWrite)
TObjectPtr<UTextBlock> TextBlock_FleetId;
};

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@@ -0,0 +1,27 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "ListFleetsBox.generated.h"
class UButton;
class UScrollBox;
/**
*
*/
UCLASS()
class DEDICATEDSERVERS_API UListFleetsBox : public UUserWidget
{
GENERATED_BODY()
public:
UPROPERTY(meta = (BindWidget))
TObjectPtr<UScrollBox> ScrollBox_ListFleets;
UPROPERTY(meta = (BindWidget))
TObjectPtr<UButton> Button_ListFleets;
};

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@@ -0,0 +1,29 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Interfaces/IHttpRequest.h"
#include "UI/HTTP/HTTPRequestManager.h"
#include "APITestManager.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnListFleetsResponseReceived, const FDS_ListFleetsResponse&, ListFleetResponse, bool, bWasSuccessful);
/**
*
*/
UCLASS()
class DEDICATEDSERVERS_API UAPITestManager : public UHTTPRequestManager
{
GENERATED_BODY()
public:
UFUNCTION()
void ListFleets();
UPROPERTY()
FOnListFleetsResponseReceived OnListFleetsResponseReceived;
void ListFleets_Response(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
};

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@@ -0,0 +1,50 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "APITestOverlay.generated.h"
class UAPITestManager;
class UListFleetsBox;
struct FDS_ListFleetsResponse;
class UFleetId;
/**
*
*/
UCLASS()
class DEDICATEDSERVERS_API UAPITestOverlay : public UUserWidget
{
GENERATED_BODY()
public:
UPROPERTY(EditDefaultsOnly)
TSubclassOf<UAPITestManager> APITestManagerClass;
UPROPERTY(EditDefaultsOnly)
TSubclassOf<UFleetId> FleetIdWidgetClass;
protected:
virtual void NativeConstruct() override;
private:
UPROPERTY(meta = (BindWidget))
TObjectPtr<UListFleetsBox> ListFleetsBox;
UPROPERTY()
TObjectPtr<UAPITestManager> APITestManager;
UFUNCTION()
void ListFleetsButtonClicked();
UFUNCTION()
void OnListFleetsResponseReceived(const FDS_ListFleetsResponse& ListFleetResponse, bool bWasSuccessful);
};

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@@ -0,0 +1,29 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/HUD.h"
#include "API_TestHUD.generated.h"
class UAPITestOverlay;
/**
*
*/
UCLASS()
class DEDICATEDSERVERS_API AAPI_TestHUD : public AHUD
{
GENERATED_BODY()
public:
UPROPERTY(EditDefaultsOnly)
TSubclassOf<UAPITestOverlay> APITestOverlayClass;
protected:
virtual void BeginPlay() override;
private:
UPROPERTY()
TObjectPtr<UAPITestOverlay> APITestOverlay;
};

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@@ -0,0 +1,28 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "HTTPRequestManager.generated.h"
class UAPIData;
class FJsonObject;
/**
*
*/
UCLASS(Blueprintable)
class DEDICATEDSERVERS_API UHTTPRequestManager : public UObject
{
GENERATED_BODY()
protected:
UPROPERTY(EditDefaultsOnly)
TObjectPtr<UAPIData> APIData;
bool ContainsErrors(TSharedPtr<FJsonObject> JsonObject, bool bSuppressLog = true);
void DumpMetaData(TSharedPtr<FJsonObject> JsonObject);
};

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@@ -0,0 +1,32 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/HUD.h"
#include "PortalHUD.generated.h"
class USignInOverlay;
/**
*
*/
UCLASS()
class DEDICATEDSERVERS_API APortalHUD : public AHUD
{
GENERATED_BODY()
public:
UPROPERTY(EditDefaultsOnly)
TSubclassOf<USignInOverlay> SignInOverlayClass;
protected:
virtual void BeginPlay() override;
private:
UPROPERTY()
TObjectPtr<USignInOverlay> SignInOverlay;
};

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@@ -0,0 +1,16 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "UI/HTTP/HTTPRequestManager.h"
#include "PortalManager.generated.h"
/**
*
*/
UCLASS()
class DEDICATEDSERVERS_API UPortalManager : public UHTTPRequestManager
{
GENERATED_BODY()
};

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@@ -0,0 +1,36 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "SignInOverlay.generated.h"
class UJoinGame;
class UPortalManager;
/**
*
*/
UCLASS()
class DEDICATEDSERVERS_API USignInOverlay : public UUserWidget
{
GENERATED_BODY()
public:
UPROPERTY(meta = (BindWidget))
TObjectPtr<UJoinGame> JoinGameWidget;
UPROPERTY(EditDefaultsOnly)
TSubclassOf<UPortalManager> PortalManagerClass;
protected:
virtual void NativeConstruct() override;
private:
UPROPERTY()
TObjectPtr<UPortalManager> PortalManager;
};

View File

@@ -11,5 +11,6 @@ public class FPSTemplateTarget : TargetRules
DefaultBuildSettings = BuildSettingsVersion.V6; DefaultBuildSettings = BuildSettingsVersion.V6;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_7; IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_7;
ExtraModuleNames.Add("FPSTemplate"); ExtraModuleNames.Add("FPSTemplate");
ExtraModuleNames.Add("DedicatedServers");
} }
} }

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@@ -1,6 +1,8 @@
// Copyright Epic Games, Inc. All Rights Reserved. // Copyright Epic Games, Inc. All Rights Reserved.
using System.IO;
using UnrealBuildTool; using UnrealBuildTool;
using System.Linq;
public class FPSTemplate : ModuleRules public class FPSTemplate : ModuleRules
{ {
@@ -8,21 +10,25 @@ public class FPSTemplate : ModuleRules
{ {
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput", "PhysicsCore" }); PublicDependencyModuleNames.AddRange(new string[]
PrivateDependencyModuleNames.AddRange(new string[] { "GameplayTags", "Slate", "SlateCore" });
// Adds in the plugin for GameLiftServerSDK if it is the server build.
if (Target.Type == TargetType.Server)
{ {
PublicDependencyModuleNames.Add("GameLiftServerSDK"); "Core",
} "CoreUObject",
else "Engine",
"InputCore",
"EnhancedInput",
"PhysicsCore",
"OpenSSL",
"DedicatedServers"
});
PrivateDependencyModuleNames.AddRange(new string[]
{ {
PublicDefinitions.Add("WITH_GAMELIFT=0"); "GameplayTags",
} "Slate",
bEnableExceptions = true; "SlateCore",
"OpenSSL",
});
// Uncomment if you are using Slate UI // Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" }); // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });

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@@ -1,214 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Game/ShooterGameMode.h"
#include "Logging/LogMacros.h"
#if WITH_GAMELIFT
#include "GameLiftServerSDK.h"
#endif
DEFINE_LOG_CATEGORY(LogShooterGameMode)
AShooterGameMode::AShooterGameMode()
{
UE_LOG(LogShooterGameMode, Log, TEXT("Initializing ShooterGameMode..."));
}
void AShooterGameMode::BeginPlay()
{
Super::BeginPlay();
#if WITH_GAMELIFT
InitGameLift();
#endif
}
void AShooterGameMode::InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage)
{
Super::InitGame(MapName, Options, ErrorMessage);
UE_LOG(LogShooterGameMode, Log, TEXT("[%s] Parsing CLI"), *FDateTime::UtcNow().ToString(TEXT("%Y%m%d-%H%M%S")));
CachedCommandLine = FCommandLine::Get();
bool bIsCriticalError = false;
// Parsing of Command Line
bDebugMode = FParse::Param(*CachedCommandLine, TEXT("Debug"));
if (bDebugMode)
{
UE_LOG(LogShooterGameMode, Log, TEXT("Debug mode: ENABLED"));
#if UE_BUILD_DEBUG
UE_LOG(LogShooterGameMode, Log, TEXT("Command Line Arguments: %s"), *CachedCommandLine);
#endif
}
ServerPort = GetConfiguredOrDefaultPort();
bIsAnywhereFleet = FParse::Param(*CachedCommandLine, TEXT("glAnywhere"));
if (bIsAnywhereFleet)
{
UE_LOG(LogShooterGameMode, Log, TEXT("GameLift Anywhere Fleet Command Line Parsing"));
UE_LOG(LogShooterGameMode, Log, TEXT("======Command Line Parameters======"));
if (!FParse::Value(*CachedCommandLine, TEXT("fleetID="), FleetId))
{
UE_LOG(LogShooterGameMode, Error, TEXT("FleetId Missing in Command Line"));
bIsCriticalError = true;
}
else
{
UE_LOG(LogShooterGameMode, Log, TEXT("Fleet ID: %s"), *FleetId);
}
if (!FParse::Value(*CachedCommandLine, TEXT("authtoken="), AuthToken))
{
UE_LOG(LogShooterGameMode, Error, TEXT("AuthToken Missing in Command Line"));
bIsCriticalError = true;
}
else
{
if (bDebugMode)
{
FString TokenHash = GetSHA256Hash(AuthToken);
UE_LOG(LogShooterGameMode, Log, TEXT("AuthToken: %s"), *TokenHash);
}
else
{
UE_LOG(LogShooterGameMode, Log, TEXT("AuthToken Length: %d"), AuthToken.Len());
}
}
if (!FParse::Value(*CachedCommandLine, TEXT("hostId="), HostId))
{
UE_LOG(LogShooterGameMode, Error, TEXT("HostId Missing in Command Line"));
bIsCriticalError = true;
}
else
{
UE_LOG(LogShooterGameMode, Log, TEXT("Host ID: %s"), *HostId);
}
if (!FParse::Value(*CachedCommandLine, TEXT("websocketUrl="), WebSocketUrl))
{
UE_LOG(LogShooterGameMode, Error, TEXT("WebSocketUrl Missing in Command Line"));
bIsCriticalError = true;
}
else
{
UE_LOG(LogShooterGameMode, Log, TEXT("Websocket URL: %s"), *WebSocketUrl);
bool bValidWebSocket = WebSocketUrl.StartsWith(TEXT("wss://")) || WebSocketUrl.StartsWith(TEXT("ws://"));
if (bValidWebSocket)
{
int32 ColonPos = WebSocketUrl.Find(TEXT(":"), ESearchCase::CaseSensitive);
int32 SlashPos = WebSocketUrl.Find(TEXT("/"), ESearchCase::CaseSensitive, ESearchDir::FromStart, ColonPos + 1);
int32 ParsedPort = 443; // Default wss
if (WebSocketUrl.StartsWith(TEXT("ws://"))) ParsedPort = 80;
if (ColonPos != INDEX_NONE && SlashPos != INDEX_NONE)
{
FString PortStr = WebSocketUrl.Mid(ColonPos + 1, SlashPos - ColonPos - 1);
int32 ExplicitPort = FCString::Atoi(*PortStr);
if (ExplicitPort > 1024 && ExplicitPort <= 65535) // Privileged ports OK for servers
{
ParsedPort = ExplicitPort;
}
else
{
bValidWebSocket = false; // Invalid explicit port
}
}
UE_LOG(LogShooterGameMode, Log, TEXT("WebSocket Parsed Port: %d"), ParsedPort);
}
if (!bValidWebSocket)
{
UE_LOG(LogShooterGameMode, Error, TEXT("Invalid WebSocketUrl: %s"), *WebSocketUrl);
bIsCriticalError = true;
}
}
if (ServerPort == 0)
{
UE_LOG(LogShooterGameMode, Error, TEXT("Invalid or Missing Server Port Number. Shutting Down."));
bIsCriticalError = true;
}
else
{
UE_LOG(LogShooterGameMode, Log, TEXT("Port: %d"), ServerPort);
}
if (!FParse::Value(*CachedCommandLine, TEXT("serverRegion="), ServerRegion))
{
UE_LOG(LogShooterGameMode, Warning, TEXT("ServerRegion Missing in Command Line"));
}
else
{
UE_LOG(LogShooterGameMode, Log, TEXT(">>>Server Region: %s"), *ServerRegion);
}
UE_LOG(LogShooterGameMode, Log, TEXT("==================================="));
}
else
{
UE_LOG(LogShooterGameMode, Log, TEXT("GameLift EC2 Fleet"));
if (ServerPort == 0)
{
UE_LOG(LogShooterGameMode, Error, TEXT("Invalid or Missing Server Port Number. Shutting Down."));
bIsCriticalError = true;
}
else
{
UE_LOG(LogShooterGameMode, Log, TEXT("Port: %d"), ServerPort);
}
}
if (bIsCriticalError)
{
UE_LOG(LogShooterGameMode, Error, TEXT("Critical Missing or Invalid Arguments in Command Line. Shutting Down."));
FPlatformMisc::RequestExit(true);
}
else
{
UE_LOG(LogShooterGameMode, Log, TEXT("Command Line Parsed Successfully."));
}
}
int32 AShooterGameMode::GetConfiguredOrDefaultPort() const
{
// Default Unreal Engine listen/dedicated server port
int32 Port = 7777;
// Check if a port was passed via command line: -port=xxxx
int32 CmdPort = 0;
if (FParse::Value(*CachedCommandLine, TEXT("port="), CmdPort))
{
if (CmdPort > 1024 && CmdPort <= 65535)
{
Port = CmdPort;
}
else
{
Port = 0;
}
}
return Port;
}
FString AShooterGameMode::GetSHA256Hash(const FString& Input)
{
FTCHARToUTF8 Utf8Input(Input);
FSHA256Signature Hash;
if (FPlatformMisc::GetSHA256Signature(reinterpret_cast<const uint8*>(Utf8Input.Get()), Utf8Input.Length(), Hash))
{
return Hash.ToString();
}
return FString::Printf(TEXT("Fail_%dbytes"), Input.Len());
}
void AShooterGameMode::InitGameLift()
{
//TODO: Need to write later, working on parser first.
}

View File

@@ -1,66 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "ShooterGameModeBase.h"
#include "ShooterGameMode.generated.h"
DECLARE_LOG_CATEGORY_EXTERN(LogShooterGameMode, Log, All);
struct FProcessParameters;
struct FServerParameters;
/**
*
*/
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;
private:
FString CachedCommandLine;
TSharedPtr<FProcessParameters> ProcessParameters;
TSharedPtr<FServerParameters> ServerParameters;
int32 GetConfiguredOrDefaultPort() const;
static FString GetSHA256Hash(const FString& Input);
#if WITH_GAMELIFT
void InitGameLift();
#endif
};

View File

@@ -3,14 +3,14 @@
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "GameFramework/GameMode.h" #include "Game/DS_GameMode.h"
#include "ShooterGameModeBase.generated.h" #include "ShooterGameModeBase.generated.h"
/** /**
* *
*/ */
UCLASS() UCLASS()
class FPSTEMPLATE_API AShooterGameModeBase : public AGameMode class FPSTEMPLATE_API AShooterGameModeBase : public ADS_GameMode
{ {
GENERATED_BODY() GENERATED_BODY()
public: public:

View File

@@ -11,5 +11,6 @@ public class FPSTemplateClientTarget : TargetRules
DefaultBuildSettings = BuildSettingsVersion.V6; DefaultBuildSettings = BuildSettingsVersion.V6;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_7; IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_7;
ExtraModuleNames.Add("FPSTemplate"); ExtraModuleNames.Add("FPSTemplate");
ExtraModuleNames.Add("DedicatedServers");
} }
} }

View File

@@ -11,5 +11,6 @@ public class FPSTemplateEditorTarget : TargetRules
DefaultBuildSettings = BuildSettingsVersion.V6; DefaultBuildSettings = BuildSettingsVersion.V6;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_7; IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_7;
ExtraModuleNames.Add("FPSTemplate"); ExtraModuleNames.Add("FPSTemplate");
ExtraModuleNames.Add("DedicatedServers");
} }
} }

View File

@@ -11,5 +11,6 @@ public class FPSTemplateServerTarget : TargetRules
DefaultBuildSettings = BuildSettingsVersion.V6; DefaultBuildSettings = BuildSettingsVersion.V6;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_7; IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_7;
ExtraModuleNames.Add("FPSTemplate"); ExtraModuleNames.Add("FPSTemplate");
ExtraModuleNames.Add("DedicatedServers");
} }
} }