13 Commits

Author SHA1 Message Date
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
45 changed files with 637 additions and 116 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]
@@ -186,3 +186,4 @@ DefaultPort=7777
+EnumRedirects=(OldName="/Script/FPSTemplate.EvalidationError",NewName="/Script/FPSTemplate.EValidationError") +EnumRedirects=(OldName="/Script/FPSTemplate.EvalidationError",NewName="/Script/FPSTemplate.EValidationError")
+FunctionRedirects=(OldName="/Script/FPSTemplate.GameLiftValidators.LogValidataErrorMessage",NewName="/Script/FPSTemplate.GameLiftValidators.LogValidationErrorMessage") +FunctionRedirects=(OldName="/Script/FPSTemplate.GameLiftValidators.LogValidataErrorMessage",NewName="/Script/FPSTemplate.GameLiftValidators.LogValidationErrorMessage")
;+PropertyRedirects=(OldName="/Script/FPSTemplate.CommandLineArgs.Arguments",NewName="/Script/FPSTemplate.CommandLineArgs.CmdArguments") ;+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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@@ -1,59 +1,52 @@
// Fill out your copyright notice in the Description page of Project Settings. // Fill out your copyright notice in the Description page of Project Settings.
#include "Game/ShooterGameMode.h"
#include "GenericPlatform/GenericPlatformMisc.h" #include "DedicatedServers/Public/Game/DS_GameMode.h"
#include "Containers/UnrealString.h"
#include "GameLiftClpTypes.h"
#include "GameLift/GameLiftClp.h"
#include "openssl/sha.h" #include "openssl/sha.h"
#include "GameLift/GameLiftClp.h"
#if WITH_GAMELIFT
#include "GameLiftServerSDK.h" #include "GameLiftServerSDK.h"
#include "GameLiftServerSDKModels.h" #endif
DEFINE_LOG_CATEGORY(LogDS_GameMode);
void ADS_GameMode::BeginPlay()
DEFINE_LOG_CATEGORY(LogShooterGameMode);
// Function implementations.
AShooterGameMode::AShooterGameMode()
{
}
void AShooterGameMode::BeginPlay()
{ {
Super::BeginPlay(); Super::BeginPlay();
#if WITH_GAMELIFT
InitGameLift();
#endif
} }
void AShooterGameMode::InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage) void ADS_GameMode::InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage)
{ {
Super::InitGame(MapName, Options, ErrorMessage); Super::InitGame(MapName, Options, ErrorMessage);
#if WITH_GAMELIFT
CachedCommandLine = FCommandLine::Get(); CachedCommandLine = FCommandLine::Get();
const FPortResult PortResult = cmdlineparser::details::GetConfiguredOrDefaultPort(CachedCommandLine, TEXT("port"));; const FPortResult PortResult = cmdlineparser::details::GetConfiguredOrDefaultPort(CachedCommandLine, TEXT("port"));;
if (PortResult.bUsedDefaultPort) if (PortResult.bUsedDefaultPort)
{ {
UE_LOGFMT (LogShooterGameMode, Warning, "{0}", PortResult.WarningMessage); UE_LOGFMT (LogDS_GameMode, Warning, "{0}", PortResult.WarningMessage);
} }
GameLiftConfig.ServerPort = PortResult.Port; GameLiftConfig.ServerPort = PortResult.Port;
if (FParse::Param(*CachedCommandLine, TEXT("glAnywhereFleet"))) if (FParse::Param(*CachedCommandLine, TEXT("glAnywhereFleet")))
{ {
UE_LOGFMT(LogShooterGameMode, Log, "Fleet type: Anywhere"); UE_LOGFMT(LogDS_GameMode, Log, "Fleet type: Anywhere");
GameLiftConfig.bIsAnywhereFleet = true; GameLiftConfig.bIsAnywhereFleet = true;
GameLiftConfig.bAllOptionsFound = GetAnywhereFleetParameters(CachedCommandLine); GameLiftConfig.bAllOptionsFound = GetAnywhereFleetParameters(CachedCommandLine);
LogAnywhereFleetParameters(); LogAnywhereFleetParameters();
} }
else else
{ {
UE_LOGFMT(LogShooterGameMode, Log, "Fleet type: EC2"); UE_LOGFMT(LogDS_GameMode, Log, "Fleet type: EC2");
// TODO: EC2 configuration // TODO: EC2 configuration
} }
#endif
} }
FString AShooterGameMode::GetSHA256Hash(const FString& InString) FString ADS_GameMode::GetSHA256Hash(const FString& InString)
{ {
if (InString.IsEmpty()) if (InString.IsEmpty())
@@ -76,16 +69,16 @@ FString AShooterGameMode::GetSHA256Hash(const FString& InString)
return Hash.ToString(); return Hash.ToString();
} }
void AShooterGameMode::InitGameLift() void ADS_GameMode::InitGameLift()
{ {
#if WITH_GAMELIFT #if WITH_GAMELIFT
UE_LOGFMT(LogShooterGameMode, Log, "Calling InitGameLift..."); UE_LOGFMT(LogDS_GameMode, Log, "Calling InitGameLift...");
// Get the module first // Get the module first
FGameLiftServerSDKModule* GameLiftSdkModule = &FModuleManager::LoadModuleChecked<FGameLiftServerSDKModule>("GameLiftServerSDK"); FGameLiftServerSDKModule* GameLiftSdkModule = &FModuleManager::LoadModuleChecked<FGameLiftServerSDKModule>("GameLiftServerSDK");
FGameLiftGenericOutcome InitSdkOutcome; FGameLiftGenericOutcome InitSdkOutcome;
UE_LOGFMT(LogShooterGameMode, Log, "Initializing the GameLift Server..."); UE_LOGFMT(LogDS_GameMode, Log, "Initializing the GameLift Server...");
if (GameLiftConfig.bIsAnywhereFleet) if (GameLiftConfig.bIsAnywhereFleet)
{ {
// Define the server parameters for an Anywhere fleet. These are not needed for a GameLift managed EC2 fleet. // Define the server parameters for an Anywhere fleet. These are not needed for a GameLift managed EC2 fleet.
@@ -94,7 +87,7 @@ void AShooterGameMode::InitGameLift()
uint32 PID = FPlatformProcess::GetCurrentProcessId(); uint32 PID = FPlatformProcess::GetCurrentProcessId();
FString PIDString = FString::FromInt(static_cast<int32>(PID)); FString PIDString = FString::FromInt(static_cast<int32>(PID));
UE_LOGFMT(LogShooterGameMode, Log, "Configuring server parameters for Anywhere..."); UE_LOGFMT(LogDS_GameMode, Log, "Configuring server parameters for Anywhere...");
// If AnywhereFleets are being used load the command line arguments parsed earlier. // If AnywhereFleets are being used load the command line arguments parsed earlier.
ServerParametersForAnywhere.m_webSocketUrl = TCHAR_TO_UTF8(*GameLiftConfig.WebSocketUrlResult.Value); ServerParametersForAnywhere.m_webSocketUrl = TCHAR_TO_UTF8(*GameLiftConfig.WebSocketUrlResult.Value);
ServerParametersForAnywhere.m_fleetId = TCHAR_TO_UTF8((*GameLiftConfig.FleetIdResult.Value)); ServerParametersForAnywhere.m_fleetId = TCHAR_TO_UTF8((*GameLiftConfig.FleetIdResult.Value));
@@ -113,17 +106,17 @@ void AShooterGameMode::InitGameLift()
if (InitSdkOutcome.IsSuccess()) if (InitSdkOutcome.IsSuccess())
{ {
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_GREEN); UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_GREEN);
UE_LOG(LogShooterGameMode, Log, TEXT("GameLift InitSDK succeeded!")); UE_LOG(LogDS_GameMode, Log, TEXT("GameLift InitSDK succeeded!"));
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE); UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_NONE);
} }
else else
{ {
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_RED); UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_RED);
UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: InitSDK failed : (")); UE_LOG(LogDS_GameMode, Log, TEXT("ERROR: InitSDK failed : ("));
FGameLiftError GameLiftError = InitSdkOutcome.GetError(); FGameLiftError GameLiftError = InitSdkOutcome.GetError();
UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: %s"), *GameLiftError.m_errorMessage); UE_LOG(LogDS_GameMode, Log, TEXT("ERROR: %s"), *GameLiftError.m_errorMessage);
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE); UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_NONE);
return; return;
} }
@@ -135,7 +128,7 @@ void AShooterGameMode::InitGameLift()
ProcessParameters->OnStartGameSession.BindLambda([=](Aws::GameLift::Server::Model::GameSession InGameSession) ProcessParameters->OnStartGameSession.BindLambda([=](Aws::GameLift::Server::Model::GameSession InGameSession)
{ {
const FString GameSessionId = FString(InGameSession.GetGameSessionId()); const FString GameSessionId = FString(InGameSession.GetGameSessionId());
UE_LOG(LogShooterGameMode, Log, TEXT("GameSession Initializing: %s"), *GameSessionId); UE_LOG(LogDS_GameMode, Log, TEXT("GameSession Initializing: %s"), *GameSessionId);
GameLiftSdkModule->ActivateGameSession(); GameLiftSdkModule->ActivateGameSession();
}); });
@@ -144,24 +137,24 @@ void AShooterGameMode::InitGameLift()
//In this case, we simply tell Amazon GameLift Servers we are indeed going to shut down. //In this case, we simply tell Amazon GameLift Servers we are indeed going to shut down.
ProcessParameters->OnTerminate.BindLambda([=]() ProcessParameters->OnTerminate.BindLambda([=]()
{ {
UE_LOG(LogShooterGameMode, Log, TEXT("Game Server Process is terminating")); UE_LOG(LogDS_GameMode, Log, TEXT("Game Server Process is terminating"));
// First call ProcessEnding() // First call ProcessEnding()
FGameLiftGenericOutcome processEndingOutcome = GameLiftSdkModule->ProcessEnding(); FGameLiftGenericOutcome processEndingOutcome = GameLiftSdkModule->ProcessEnding();
// Then call Destroy() to free the SDK from memory // Then call Destroy() to free the SDK from memory
FGameLiftGenericOutcome destroyOutcome = GameLiftSdkModule->Destroy(); FGameLiftGenericOutcome destroyOutcome = GameLiftSdkModule->Destroy();
// Exit the process with success or failure // Exit the process with success or failure
if (processEndingOutcome.IsSuccess() && destroyOutcome.IsSuccess()) { if (processEndingOutcome.IsSuccess() && destroyOutcome.IsSuccess()) {
UE_LOG(LogShooterGameMode, Log, TEXT("Server process ending successfully")); UE_LOG(LogDS_GameMode, Log, TEXT("Server process ending successfully"));
} }
else { else {
if (!processEndingOutcome.IsSuccess()) { if (!processEndingOutcome.IsSuccess()) {
const FGameLiftError& error = processEndingOutcome.GetError(); const FGameLiftError& error = processEndingOutcome.GetError();
UE_LOG(LogShooterGameMode, Error, TEXT("ProcessEnding() failed. Error: %s"), UE_LOG(LogDS_GameMode, Error, TEXT("ProcessEnding() failed. Error: %s"),
error.m_errorMessage.IsEmpty() ? TEXT("Unknown error") : *error.m_errorMessage); error.m_errorMessage.IsEmpty() ? TEXT("Unknown error") : *error.m_errorMessage);
} }
if (!destroyOutcome.IsSuccess()) { if (!destroyOutcome.IsSuccess()) {
const FGameLiftError& error = destroyOutcome.GetError(); const FGameLiftError& error = destroyOutcome.GetError();
UE_LOG(LogShooterGameMode, Error, TEXT("Destroy() failed. Error: %s"), UE_LOG(LogDS_GameMode, Error, TEXT("Destroy() failed. Error: %s"),
error.m_errorMessage.IsEmpty() ? TEXT("Unknown error") : *error.m_errorMessage); error.m_errorMessage.IsEmpty() ? TEXT("Unknown error") : *error.m_errorMessage);
} }
} }
@@ -177,7 +170,7 @@ void AShooterGameMode::InitGameLift()
//In this case, we're always healthy! //In this case, we're always healthy!
ProcessParameters->OnHealthCheck.BindLambda([]() ProcessParameters->OnHealthCheck.BindLambda([]()
{ {
UE_LOG(LogShooterGameMode, Log, TEXT("Performing Health Check")); UE_LOG(LogDS_GameMode, Log, TEXT("Performing Health Check"));
return true; return true;
}); });
@@ -187,31 +180,31 @@ void AShooterGameMode::InitGameLift()
Logfiles.Add(TEXT("FPSTemplate/Saved/Log/server.log")); Logfiles.Add(TEXT("FPSTemplate/Saved/Log/server.log"));
ProcessParameters->logParameters = Logfiles; ProcessParameters->logParameters = Logfiles;
UE_LOGFMT(LogShooterGameMode, Log, "Calling Process Ready..."); UE_LOGFMT(LogDS_GameMode, Log, "Calling Process Ready...");
FGameLiftGenericOutcome ProcessReadyOutcome = GameLiftSdkModule->ProcessReady(*ProcessParameters); FGameLiftGenericOutcome ProcessReadyOutcome = GameLiftSdkModule->ProcessReady(*ProcessParameters);
if (ProcessReadyOutcome.IsSuccess()) if (ProcessReadyOutcome.IsSuccess())
{ {
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_GREEN); UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_GREEN);
UE_LOG(LogShooterGameMode, Log, TEXT("Process Ready!")); UE_LOG(LogDS_GameMode, Log, TEXT("Process Ready!"));
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE); UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_NONE);
} }
else else
{ {
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_RED); UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_RED);
UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: Process Ready Failed!")); UE_LOG(LogDS_GameMode, Log, TEXT("ERROR: Process Ready Failed!"));
FGameLiftError ProcessReadyError = ProcessReadyOutcome.GetError(); FGameLiftError ProcessReadyError = ProcessReadyOutcome.GetError();
UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: %s"), *ProcessReadyError.m_errorMessage); UE_LOG(LogDS_GameMode, Log, TEXT("ERROR: %s"), *ProcessReadyError.m_errorMessage);
UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE); UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_NONE);
return; return;
} }
UE_LOGFMT(LogShooterGameMode, Log, "InitGameLift completed!"); UE_LOGFMT(LogDS_GameMode, Log, "InitGameLift completed!");
#endif #endif
} }
bool AShooterGameMode::GetAnywhereFleetParameters(const FString& CommandLineString) bool ADS_GameMode::GetAnywhereFleetParameters(const FString& CommandLineString)
{ {
bool bAllAnywhereFleetParametersValid = true; bool bAllAnywhereFleetParametersValid = true;
GameLiftConfig.AuthTokenResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::AuthToken); GameLiftConfig.AuthTokenResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::AuthToken);
@@ -229,23 +222,23 @@ bool AShooterGameMode::GetAnywhereFleetParameters(const FString& CommandLineStri
return bAllAnywhereFleetParametersValid; return bAllAnywhereFleetParametersValid;
} }
void AShooterGameMode::LogAnywhereFleetParameters() void ADS_GameMode::LogAnywhereFleetParameters()
{ {
// Lambda for getting the token name from token // Lambda for getting the token name from token
auto GetTokenName = [](const cmdlineparser::details::FParseResult& Result) -> FString auto GetTokenName = [](const cmdlineparser::details::FParseResult& Result) -> FString
{ {
return cmdlineparser::details::CLI_TOKENS[static_cast<int32>(Result.Token)]; return cmdlineparser::details::CLI_TOKENS[static_cast<int32>(Result.Token)];
}; };
UE_LOGFMT(LogShooterGameMode, Log, "Anywhere Fleet Parameters:"); UE_LOGFMT(LogDS_GameMode, Log, "Anywhere Fleet Parameters:");
if (GameLiftConfig.AuthTokenResult.bIsValid) if (GameLiftConfig.AuthTokenResult.bIsValid)
{ {
UE_LOGFMT(LogShooterGameMode, Log, "AuthToken: {0}", GetValueOrHash(GameLiftConfig.AuthTokenResult.Value)); UE_LOGFMT(LogDS_GameMode, Log, "AuthToken: {0}", GetValueOrHash(GameLiftConfig.AuthTokenResult.Value));
} }
else else
{ {
UE_LOGFMT( UE_LOGFMT(
LogShooterGameMode, LogDS_GameMode,
Error, Error,
"AuthToken: {0}", "AuthToken: {0}",
FString::Format( FString::Format(
@@ -260,12 +253,12 @@ void AShooterGameMode::LogAnywhereFleetParameters()
if (GameLiftConfig.FleetIdResult.bIsValid) if (GameLiftConfig.FleetIdResult.bIsValid)
{ {
UE_LOGFMT(LogShooterGameMode, Log, "FleetId: {0}", GameLiftConfig.FleetIdResult.Value); UE_LOGFMT(LogDS_GameMode, Log, "FleetId: {0}", GameLiftConfig.FleetIdResult.Value);
} }
else else
{ {
UE_LOGFMT( UE_LOGFMT(
LogShooterGameMode, LogDS_GameMode,
Error, Error,
"FleetId: {0}", "FleetId: {0}",
FString::Format( FString::Format(
@@ -280,12 +273,12 @@ void AShooterGameMode::LogAnywhereFleetParameters()
if (GameLiftConfig.HostIdResult.bIsValid) if (GameLiftConfig.HostIdResult.bIsValid)
{ {
UE_LOGFMT(LogShooterGameMode, Log, "HostId: {0}", GameLiftConfig.HostIdResult.Value); UE_LOGFMT(LogDS_GameMode, Log, "HostId: {0}", GameLiftConfig.HostIdResult.Value);
} }
else else
{ {
UE_LOGFMT( UE_LOGFMT(
LogShooterGameMode, LogDS_GameMode,
Error, Error,
"HostId: {0}", "HostId: {0}",
FString::Format( FString::Format(
@@ -300,12 +293,12 @@ void AShooterGameMode::LogAnywhereFleetParameters()
if (GameLiftConfig.WebSocketUrlResult.bIsValid) if (GameLiftConfig.WebSocketUrlResult.bIsValid)
{ {
UE_LOGFMT(LogShooterGameMode, Log, "WebSocketUrl: {0}", GameLiftConfig.WebSocketUrlResult.Value); UE_LOGFMT(LogDS_GameMode, Log, "WebSocketUrl: {0}", GameLiftConfig.WebSocketUrlResult.Value);
} }
else else
{ {
UE_LOGFMT( UE_LOGFMT(
LogShooterGameMode, LogDS_GameMode,
Error, Error,
"WebSocketUrl: {0}", "WebSocketUrl: {0}",
FString::Format( FString::Format(
@@ -318,49 +311,50 @@ void AShooterGameMode::LogAnywhereFleetParameters()
); );
} }
UE_LOGFMT(LogShooterGameMode, Log, "Server Port: {0}", GameLiftConfig.ServerPort); UE_LOGFMT(LogDS_GameMode, Log, "Server Port: {0}", GameLiftConfig.ServerPort);
if (GameLiftConfig.bAllOptionsFound) if (GameLiftConfig.bAllOptionsFound)
{ {
UE_LOGFMT(LogShooterGameMode, Log, "Anywhere Fleet Parameters Loaded Successfully...."); UE_LOGFMT(LogDS_GameMode, Log, "Anywhere Fleet Parameters Loaded Successfully....");
} }
else 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)
{ {
#if WITH_GAMELIFT
UE_LOGFMT(LogShooterGameMode, Log, ">>>> WebSocket URL: {WebSocketUrl}", InServerParameters.m_webSocketUrl); UE_LOGFMT(LogDS_GameMode, Log, ">>>> WebSocket URL: {WebSocketUrl}", InServerParameters.m_webSocketUrl);
UE_LOGFMT(LogShooterGameMode, Log, ">>>> Fleet ID: {FleetId}", InServerParameters.m_fleetId); UE_LOGFMT(LogDS_GameMode, Log, ">>>> Fleet ID: {FleetId}", InServerParameters.m_fleetId);
UE_LOGFMT(LogShooterGameMode, Log, ">>>> Process ID: {ProcessId}", InServerParameters.m_processId); UE_LOGFMT(LogDS_GameMode, Log, ">>>> Process ID: {ProcessId}", InServerParameters.m_processId);
UE_LOGFMT(LogShooterGameMode, Log, ">>>> Host ID (Compute Name): {HostId}", InServerParameters.m_hostId); UE_LOGFMT(LogDS_GameMode, 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, ">>>> Auth Token: {AuthToken}", GetValueOrHash(InServerParameters.m_authToken));
if (!InServerParameters.m_awsRegion.IsEmpty()) 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()) 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()) 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()) 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));
} }
#endif
} }
FString AShooterGameMode::GetValueOrHash(const FString& Value) FString ADS_GameMode::GetValueOrHash(const FString& Value)
{ {
#if UE_BUILD_DEBUG || UE_BUILD_DEVELOPMENT #if UE_BUILD_DEBUG || UE_BUILD_DEVELOPMENT
return Value; return Value;

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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/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 +1,43 @@
// 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 "UI/API/ListFleets/ListFleetsBox.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 (bWasSuccessful)
{
}
else
{
}
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 +1,38 @@
// 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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@@ -3,11 +3,11 @@
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "GameLiftClpTypes.h" #include "DedicatedServers/Public/GameLiftClpTypes.h"
#include "ShooterGameModeBase.h" #include "GameFramework/GameMode.h"
#include "ShooterGameMode.generated.h" #include "DS_GameMode.generated.h"
DECLARE_LOG_CATEGORY_EXTERN(LogShooterGameMode, Log, All); DECLARE_LOG_CATEGORY_EXTERN(LogDS_GameMode, Log, All);
struct FProcessParameters; struct FProcessParameters;
struct FServerParameters; struct FServerParameters;
@@ -25,16 +25,11 @@ struct FGameLiftConfig
cmdlineparser::details::FParseResult WebSocketUrlResult; cmdlineparser::details::FParseResult WebSocketUrlResult;
}; };
/**
*
*/
UCLASS() UCLASS()
class FPSTEMPLATE_API AShooterGameMode : public AShooterGameModeBase class DEDICATEDSERVERS_API ADS_GameMode : public AGameMode
{ {
GENERATED_BODY() GENERATED_BODY()
public:
AShooterGameMode();
protected: protected:
virtual void BeginPlay() override; virtual void BeginPlay() override;
@@ -43,14 +38,13 @@ protected:
private: private:
FGameLiftConfig GameLiftConfig; FGameLiftConfig GameLiftConfig;
FString CachedCommandLine; FString CachedCommandLine;
TSharedPtr<FProcessParameters> ProcessParameters;
static FString GetSHA256Hash(const FString& CommandLineString); static FString GetSHA256Hash(const FString& InString);
void InitGameLift(); void InitGameLift();
bool GetAnywhereFleetParameters(const FString& CommandLineString); bool GetAnywhereFleetParameters(const FString& CommandLineString);
void LogAnywhereFleetParameters(); void LogAnywhereFleetParameters();
static void LogServerParameters(const FServerParameters& InServerParameters); static void LogServerParameters(const FServerParameters& InServerParameters);
static FString GetValueOrHash(const FString& Value); static FString GetValueOrHash(const FString& Value);
TSharedPtr<FProcessParameters> ProcessParameters;
}; };

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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 +1,23 @@
// 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))
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 +1,45 @@
// 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;
class FDS_ListFleetsResponse;
/**
*
*/
UCLASS()
class DEDICATEDSERVERS_API UAPITestOverlay : public UUserWidget
{
GENERATED_BODY()
public:
UPROPERTY(EditDefaultsOnly)
TSubclassOf<UAPITestManager> APITestManagerClass;
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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@@ -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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@@ -18,7 +18,8 @@ public class FPSTemplate : ModuleRules
"InputCore", "InputCore",
"EnhancedInput", "EnhancedInput",
"PhysicsCore", "PhysicsCore",
"OpenSSL" "OpenSSL",
"DedicatedServers"
}); });
PrivateDependencyModuleNames.AddRange(new string[] PrivateDependencyModuleNames.AddRange(new string[]
@@ -29,18 +30,6 @@ public class FPSTemplate : ModuleRules
"OpenSSL", "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 // Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" }); // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });

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@@ -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:

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@@ -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");
} }
} }

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@@ -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");
} }
} }

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@@ -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");
} }
} }