Compare commits
2 Commits
new/API_Ga
...
2ec989d34a
| Author | SHA1 | Date | |
|---|---|---|---|
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2ec989d34a | ||
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3e61d4cec0 |
@@ -4,7 +4,7 @@ CommonUI.Debug.CheckGameViewportClientValid=0
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[/Script/EngineSettings.GameMapsSettings]
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GameDefaultMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap
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EditorStartupMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap
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GlobalDefaultGameMode=/Game/Blueprints/Game/BP_ShooterGameMode.BP_ShooterGameMode_C
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GlobalDefaultGameMode=/Game/Blueprints/Game/BP_ShooterGameModeBase.BP_ShooterGameModeBase_C
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ServerDefaultMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap
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[/Script/WindowsTargetPlatform.WindowsTargetSettings]
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@@ -186,3 +186,4 @@ DefaultPort=7777
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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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Binary file not shown.
BIN
Content/Blueprints/Game/BP_ShooterGameModeBase.uasset
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BIN
Content/Blueprints/Game/BP_ShooterGameModeBase.uasset
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Binary file not shown.
Binary file not shown.
@@ -12,6 +12,11 @@
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"Engine",
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"UMG"
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]
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},
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{
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"Name": "DedicatedServers",
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"Type": "Runtime",
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"LoadingPhase": "Default"
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}
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],
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"Plugins": [
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@@ -53,10 +58,6 @@
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{
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"Name": "PerforceSourceControl",
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"Enabled": false
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},
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{
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"Name": "GameLiftPlugin",
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"Enabled": true
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}
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]
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}
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39
Source/DedicatedServers/DedicatedServers.Build.cs
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39
Source/DedicatedServers/DedicatedServers.Build.cs
Normal file
@@ -0,0 +1,39 @@
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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 DedicatedServers : ModuleRules
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{
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public DedicatedServers(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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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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});
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PrivateDependencyModuleNames.AddRange(new string[]
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{
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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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if (Target.Type == TargetType.Server)
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{
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PublicDependencyModuleNames.Add("GameLiftServerSDK");
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}
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else
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{
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PublicDefinitions.Add("WITH_GAMELIFT=0");
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}
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bEnableExceptions = true;
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}
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}
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6
Source/DedicatedServers/DedicatedServers.cpp
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6
Source/DedicatedServers/DedicatedServers.cpp
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@@ -0,0 +1,6 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "DedicatedServers.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_MODULE( FDefaultModuleImpl, DedicateServers );
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5
Source/DedicatedServers/DedicatedServers.h
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5
Source/DedicatedServers/DedicatedServers.h
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@@ -0,0 +1,5 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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@@ -1,33 +1,21 @@
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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 "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 "DedicatedServers/Public/Game/DS_GameMode.h"
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#include "openssl/sha.h"
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#include "GameLift/GameLiftClp.h"
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#if WITH_GAMELIFT
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#include "GameLiftServerSDK.h"
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#include "GameLiftServerSDKModels.h"
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#endif
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DEFINE_LOG_CATEGORY(LogDS_GameMode);
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DEFINE_LOG_CATEGORY(LogShooterGameMode);
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// Function implementations.
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AShooterGameMode::AShooterGameMode()
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{
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}
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void AShooterGameMode::BeginPlay()
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void ADS_GameMode::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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}
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void AShooterGameMode::InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage)
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void ADS_GameMode::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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CachedCommandLine = FCommandLine::Get();
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@@ -35,25 +23,25 @@ void AShooterGameMode::InitGame(const FString& MapName, const FString& Options,
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const FPortResult PortResult = cmdlineparser::details::GetConfiguredOrDefaultPort(CachedCommandLine, TEXT("port"));;
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if (PortResult.bUsedDefaultPort)
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{
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UE_LOGFMT (LogShooterGameMode, Warning, "{0}", PortResult.WarningMessage);
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UE_LOGFMT (LogDS_GameMode, Warning, "{0}", PortResult.WarningMessage);
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}
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GameLiftConfig.ServerPort = PortResult.Port;
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if (FParse::Param(*CachedCommandLine, TEXT("glAnywhereFleet")))
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{
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UE_LOGFMT(LogShooterGameMode, Log, "Fleet type: Anywhere");
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UE_LOGFMT(LogDS_GameMode, 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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UE_LOGFMT(LogDS_GameMode, Log, "Fleet type: EC2");
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// TODO: EC2 configuration
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}
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}
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FString AShooterGameMode::GetSHA256Hash(const FString& InString)
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FString ADS_GameMode::GetSHA256Hash(const FString& InString)
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{
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if (InString.IsEmpty())
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@@ -76,16 +64,16 @@ FString AShooterGameMode::GetSHA256Hash(const FString& InString)
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return Hash.ToString();
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}
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void AShooterGameMode::InitGameLift()
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void ADS_GameMode::InitGameLift()
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{
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#if WITH_GAMELIFT
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UE_LOGFMT(LogShooterGameMode, Log, "Calling InitGameLift...");
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#if WITH_GAMELIFT
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UE_LOGFMT(LogDS_GameMode, Log, "Calling InitGameLift...");
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// Get the module first
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FGameLiftServerSDKModule* GameLiftSdkModule = &FModuleManager::LoadModuleChecked<FGameLiftServerSDKModule>("GameLiftServerSDK");
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FGameLiftGenericOutcome InitSdkOutcome;
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UE_LOGFMT(LogShooterGameMode, Log, "Initializing the GameLift Server...");
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UE_LOGFMT(LogDS_GameMode, Log, "Initializing the GameLift Server...");
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if (GameLiftConfig.bIsAnywhereFleet)
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{
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// Define the server parameters for an Anywhere fleet. These are not needed for a GameLift managed EC2 fleet.
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@@ -94,7 +82,7 @@ void AShooterGameMode::InitGameLift()
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uint32 PID = FPlatformProcess::GetCurrentProcessId();
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FString PIDString = FString::FromInt(static_cast<int32>(PID));
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UE_LOGFMT(LogShooterGameMode, Log, "Configuring server parameters for Anywhere...");
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UE_LOGFMT(LogDS_GameMode, 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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@@ -113,17 +101,17 @@ void AShooterGameMode::InitGameLift()
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if (InitSdkOutcome.IsSuccess())
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{
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UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_GREEN);
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UE_LOG(LogShooterGameMode, Log, TEXT("GameLift InitSDK succeeded!"));
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UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE);
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UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_GREEN);
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UE_LOG(LogDS_GameMode, Log, TEXT("GameLift InitSDK succeeded!"));
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UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_NONE);
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}
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else
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{
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UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_RED);
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UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: InitSDK failed : ("));
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UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_RED);
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UE_LOG(LogDS_GameMode, Log, TEXT("ERROR: InitSDK failed : ("));
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FGameLiftError GameLiftError = InitSdkOutcome.GetError();
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UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: %s"), *GameLiftError.m_errorMessage);
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UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE);
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UE_LOG(LogDS_GameMode, Log, TEXT("ERROR: %s"), *GameLiftError.m_errorMessage);
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UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_NONE);
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return;
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}
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@@ -135,7 +123,7 @@ void AShooterGameMode::InitGameLift()
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ProcessParameters->OnStartGameSession.BindLambda([=](Aws::GameLift::Server::Model::GameSession InGameSession)
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{
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const FString GameSessionId = FString(InGameSession.GetGameSessionId());
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UE_LOG(LogShooterGameMode, Log, TEXT("GameSession Initializing: %s"), *GameSessionId);
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UE_LOG(LogDS_GameMode, Log, TEXT("GameSession Initializing: %s"), *GameSessionId);
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GameLiftSdkModule->ActivateGameSession();
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});
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@@ -144,24 +132,24 @@ void AShooterGameMode::InitGameLift()
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//In this case, we simply tell Amazon GameLift Servers we are indeed going to shut down.
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ProcessParameters->OnTerminate.BindLambda([=]()
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{
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UE_LOG(LogShooterGameMode, Log, TEXT("Game Server Process is terminating"));
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UE_LOG(LogDS_GameMode, Log, TEXT("Game Server Process is terminating"));
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// First call ProcessEnding()
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FGameLiftGenericOutcome processEndingOutcome = GameLiftSdkModule->ProcessEnding();
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// Then call Destroy() to free the SDK from memory
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FGameLiftGenericOutcome destroyOutcome = GameLiftSdkModule->Destroy();
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// Exit the process with success or failure
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if (processEndingOutcome.IsSuccess() && destroyOutcome.IsSuccess()) {
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UE_LOG(LogShooterGameMode, Log, TEXT("Server process ending successfully"));
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UE_LOG(LogDS_GameMode, Log, TEXT("Server process ending successfully"));
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}
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else {
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if (!processEndingOutcome.IsSuccess()) {
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const FGameLiftError& error = processEndingOutcome.GetError();
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UE_LOG(LogShooterGameMode, Error, TEXT("ProcessEnding() failed. Error: %s"),
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UE_LOG(LogDS_GameMode, Error, TEXT("ProcessEnding() failed. Error: %s"),
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error.m_errorMessage.IsEmpty() ? TEXT("Unknown error") : *error.m_errorMessage);
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}
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if (!destroyOutcome.IsSuccess()) {
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const FGameLiftError& error = destroyOutcome.GetError();
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UE_LOG(LogShooterGameMode, Error, TEXT("Destroy() failed. Error: %s"),
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UE_LOG(LogDS_GameMode, Error, TEXT("Destroy() failed. Error: %s"),
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error.m_errorMessage.IsEmpty() ? TEXT("Unknown error") : *error.m_errorMessage);
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}
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}
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@@ -177,7 +165,7 @@ void AShooterGameMode::InitGameLift()
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//In this case, we're always healthy!
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ProcessParameters->OnHealthCheck.BindLambda([]()
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{
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UE_LOG(LogShooterGameMode, Log, TEXT("Performing Health Check"));
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UE_LOG(LogDS_GameMode, Log, TEXT("Performing Health Check"));
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return true;
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});
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@@ -187,31 +175,31 @@ void AShooterGameMode::InitGameLift()
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Logfiles.Add(TEXT("FPSTemplate/Saved/Log/server.log"));
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ProcessParameters->logParameters = Logfiles;
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UE_LOGFMT(LogShooterGameMode, Log, "Calling Process Ready...");
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UE_LOGFMT(LogDS_GameMode, Log, "Calling Process Ready...");
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FGameLiftGenericOutcome ProcessReadyOutcome = GameLiftSdkModule->ProcessReady(*ProcessParameters);
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if (ProcessReadyOutcome.IsSuccess())
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{
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UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_GREEN);
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UE_LOG(LogShooterGameMode, Log, TEXT("Process Ready!"));
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UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE);
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UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_GREEN);
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UE_LOG(LogDS_GameMode, Log, TEXT("Process Ready!"));
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UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_NONE);
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}
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else
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{
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UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_RED);
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UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: Process Ready Failed!"));
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UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_RED);
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UE_LOG(LogDS_GameMode, Log, TEXT("ERROR: Process Ready Failed!"));
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FGameLiftError ProcessReadyError = ProcessReadyOutcome.GetError();
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UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: %s"), *ProcessReadyError.m_errorMessage);
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UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE);
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UE_LOG(LogDS_GameMode, Log, TEXT("ERROR: %s"), *ProcessReadyError.m_errorMessage);
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UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_NONE);
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return;
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}
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UE_LOGFMT(LogShooterGameMode, Log, "InitGameLift completed!");
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UE_LOGFMT(LogDS_GameMode, Log, "InitGameLift completed!");
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#endif
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}
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bool AShooterGameMode::GetAnywhereFleetParameters(const FString& CommandLineString)
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bool ADS_GameMode::GetAnywhereFleetParameters(const FString& CommandLineString)
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{
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bool bAllAnywhereFleetParametersValid = true;
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GameLiftConfig.AuthTokenResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::AuthToken);
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@@ -229,23 +217,23 @@ bool AShooterGameMode::GetAnywhereFleetParameters(const FString& CommandLineStri
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return bAllAnywhereFleetParametersValid;
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}
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void AShooterGameMode::LogAnywhereFleetParameters()
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void ADS_GameMode::LogAnywhereFleetParameters()
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{
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// Lambda for getting the token name from token
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// Lambda for getting the token name from token
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auto GetTokenName = [](const cmdlineparser::details::FParseResult& Result) -> FString
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{
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return cmdlineparser::details::CLI_TOKENS[static_cast<int32>(Result.Token)];
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};
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UE_LOGFMT(LogShooterGameMode, Log, "Anywhere Fleet Parameters:");
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UE_LOGFMT(LogDS_GameMode, Log, "Anywhere Fleet Parameters:");
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if (GameLiftConfig.AuthTokenResult.bIsValid)
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{
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UE_LOGFMT(LogShooterGameMode, Log, "AuthToken: {0}", GetValueOrHash(GameLiftConfig.AuthTokenResult.Value));
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UE_LOGFMT(LogDS_GameMode, Log, "AuthToken: {0}", GetValueOrHash(GameLiftConfig.AuthTokenResult.Value));
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}
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else
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{
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UE_LOGFMT(
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LogShooterGameMode,
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LogDS_GameMode,
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Error,
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||||
"AuthToken: {0}",
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FString::Format(
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@@ -260,12 +248,12 @@ void AShooterGameMode::LogAnywhereFleetParameters()
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if (GameLiftConfig.FleetIdResult.bIsValid)
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{
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UE_LOGFMT(LogShooterGameMode, Log, "FleetId: {0}", GameLiftConfig.FleetIdResult.Value);
|
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UE_LOGFMT(LogDS_GameMode, Log, "FleetId: {0}", GameLiftConfig.FleetIdResult.Value);
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}
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else
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{
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UE_LOGFMT(
|
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LogShooterGameMode,
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LogDS_GameMode,
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Error,
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||||
"FleetId: {0}",
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FString::Format(
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@@ -280,12 +268,12 @@ void AShooterGameMode::LogAnywhereFleetParameters()
|
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if (GameLiftConfig.HostIdResult.bIsValid)
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{
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UE_LOGFMT(LogShooterGameMode, Log, "HostId: {0}", GameLiftConfig.HostIdResult.Value);
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UE_LOGFMT(LogDS_GameMode, Log, "HostId: {0}", GameLiftConfig.HostIdResult.Value);
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}
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else
|
||||
{
|
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UE_LOGFMT(
|
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LogShooterGameMode,
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||||
LogDS_GameMode,
|
||||
Error,
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||||
"HostId: {0}",
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FString::Format(
|
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@@ -300,12 +288,12 @@ void AShooterGameMode::LogAnywhereFleetParameters()
|
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|
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if (GameLiftConfig.WebSocketUrlResult.bIsValid)
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{
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UE_LOGFMT(LogShooterGameMode, Log, "WebSocketUrl: {0}", GameLiftConfig.WebSocketUrlResult.Value);
|
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UE_LOGFMT(LogDS_GameMode, Log, "WebSocketUrl: {0}", GameLiftConfig.WebSocketUrlResult.Value);
|
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}
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else
|
||||
{
|
||||
UE_LOGFMT(
|
||||
LogShooterGameMode,
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||||
LogDS_GameMode,
|
||||
Error,
|
||||
"WebSocketUrl: {0}",
|
||||
FString::Format(
|
||||
@@ -318,49 +306,48 @@ void AShooterGameMode::LogAnywhereFleetParameters()
|
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);
|
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}
|
||||
|
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UE_LOGFMT(LogShooterGameMode, Log, "Server Port: {0}", GameLiftConfig.ServerPort);
|
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UE_LOGFMT(LogDS_GameMode, Log, "Server Port: {0}", GameLiftConfig.ServerPort);
|
||||
|
||||
if (GameLiftConfig.bAllOptionsFound)
|
||||
{
|
||||
UE_LOGFMT(LogShooterGameMode, Log, "Anywhere Fleet Parameters Loaded Successfully....");
|
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UE_LOGFMT(LogDS_GameMode, Log, "Anywhere Fleet Parameters Loaded Successfully....");
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOGFMT(LogShooterGameMode, Error, "Anywhere Fleet Parameters Load FAILED....");
|
||||
UE_LOGFMT(LogDS_GameMode, Error, "Anywhere Fleet Parameters Load FAILED....");
|
||||
}
|
||||
}
|
||||
|
||||
void AShooterGameMode::LogServerParameters(const FServerParameters& InServerParameters)
|
||||
void ADS_GameMode::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));
|
||||
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(LogShooterGameMode, Log, ">>>> Aws Region: {AwsRegion}", InServerParameters.m_awsRegion);
|
||||
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Aws Region: {AwsRegion}", InServerParameters.m_awsRegion);
|
||||
}
|
||||
|
||||
if (!InServerParameters.m_accessKey.IsEmpty())
|
||||
{
|
||||
UE_LOGFMT(LogShooterGameMode, Log, ">>>> Access Key: {AccessKey}", GetValueOrHash(InServerParameters.m_accessKey));
|
||||
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Access Key: {AccessKey}", GetValueOrHash(InServerParameters.m_accessKey));
|
||||
}
|
||||
|
||||
if (!InServerParameters.m_secretKey.IsEmpty())
|
||||
{
|
||||
UE_LOGFMT(LogShooterGameMode, Log, ">>>> Secret Key: {SecretKey}", GetValueOrHash(InServerParameters.m_secretKey));
|
||||
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Secret Key: {SecretKey}", GetValueOrHash(InServerParameters.m_secretKey));
|
||||
}
|
||||
|
||||
if (!InServerParameters.m_sessionToken.IsEmpty())
|
||||
{
|
||||
UE_LOGFMT(LogShooterGameMode, Log, ">>>> Session Token: {SessionToken}", GetValueOrHash(InServerParameters.m_sessionToken));
|
||||
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Session Token: {SessionToken}", GetValueOrHash(InServerParameters.m_sessionToken));
|
||||
}
|
||||
}
|
||||
|
||||
FString AShooterGameMode::GetValueOrHash(const FString& Value)
|
||||
FString ADS_GameMode::GetValueOrHash(const FString& Value)
|
||||
{
|
||||
#if UE_BUILD_DEBUG || UE_BUILD_DEVELOPMENT
|
||||
return Value;
|
||||
@@ -3,11 +3,11 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameLiftClpTypes.h"
|
||||
#include "ShooterGameModeBase.h"
|
||||
#include "ShooterGameMode.generated.h"
|
||||
#include "DedicatedServers/Public/GameLiftClpTypes.h"
|
||||
#include "GameFramework/GameMode.h"
|
||||
#include "DS_GameMode.generated.h"
|
||||
|
||||
DECLARE_LOG_CATEGORY_EXTERN(LogShooterGameMode, Log, All);
|
||||
DECLARE_LOG_CATEGORY_EXTERN(LogDS_GameMode, Log, All);
|
||||
|
||||
struct FProcessParameters;
|
||||
struct FServerParameters;
|
||||
@@ -25,16 +25,11 @@ struct FGameLiftConfig
|
||||
cmdlineparser::details::FParseResult WebSocketUrlResult;
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
|
||||
UCLASS()
|
||||
class FPSTEMPLATE_API AShooterGameMode : public AShooterGameModeBase
|
||||
class DEDICATEDSERVERS_API ADS_GameMode : public AGameMode
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
|
||||
AShooterGameMode();
|
||||
|
||||
protected:
|
||||
virtual void BeginPlay() override;
|
||||
@@ -43,14 +38,13 @@ protected:
|
||||
private:
|
||||
FGameLiftConfig GameLiftConfig;
|
||||
FString CachedCommandLine;
|
||||
TSharedPtr<FProcessParameters> ProcessParameters;
|
||||
|
||||
static FString GetSHA256Hash(const FString& CommandLineString);
|
||||
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);
|
||||
|
||||
TSharedPtr<FProcessParameters> ProcessParameters;
|
||||
};
|
||||
@@ -11,5 +11,6 @@ public class FPSTemplateTarget : TargetRules
|
||||
DefaultBuildSettings = BuildSettingsVersion.V6;
|
||||
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_7;
|
||||
ExtraModuleNames.Add("FPSTemplate");
|
||||
ExtraModuleNames.Add("DedicatedServers");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -18,7 +18,8 @@ public class FPSTemplate : ModuleRules
|
||||
"InputCore",
|
||||
"EnhancedInput",
|
||||
"PhysicsCore",
|
||||
"OpenSSL"
|
||||
"OpenSSL",
|
||||
"DedicatedServers"
|
||||
});
|
||||
|
||||
PrivateDependencyModuleNames.AddRange(new string[]
|
||||
@@ -29,18 +30,6 @@ public class FPSTemplate : ModuleRules
|
||||
"OpenSSL",
|
||||
});
|
||||
|
||||
// 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;
|
||||
|
||||
// Uncomment if you are using Slate UI
|
||||
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
|
||||
|
||||
|
||||
@@ -3,14 +3,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/GameMode.h"
|
||||
#include "Game/DS_GameMode.h"
|
||||
#include "ShooterGameModeBase.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class FPSTEMPLATE_API AShooterGameModeBase : public AGameMode
|
||||
class FPSTEMPLATE_API AShooterGameModeBase : public ADS_GameMode
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
|
||||
@@ -11,5 +11,6 @@ public class FPSTemplateClientTarget : TargetRules
|
||||
DefaultBuildSettings = BuildSettingsVersion.V6;
|
||||
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_7;
|
||||
ExtraModuleNames.Add("FPSTemplate");
|
||||
ExtraModuleNames.Add("DedicatedServers");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,5 +11,6 @@ public class FPSTemplateEditorTarget : TargetRules
|
||||
DefaultBuildSettings = BuildSettingsVersion.V6;
|
||||
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_7;
|
||||
ExtraModuleNames.Add("FPSTemplate");
|
||||
ExtraModuleNames.Add("DedicatedServers");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,5 +11,6 @@ public class FPSTemplateServerTarget : TargetRules
|
||||
DefaultBuildSettings = BuildSettingsVersion.V6;
|
||||
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_7;
|
||||
ExtraModuleNames.Add("FPSTemplate");
|
||||
ExtraModuleNames.Add("DedicatedServers");
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user