// Fill out your copyright notice in the Description page of Project Settings. #include "Game/ShooterGameMode.h" #include "Logging/LogMacros.h" #include "DSP/BufferDiagnostics.h" #include "UObject/ConstructorHelpers.h" #include "Kismet/GameplayStatics.h" #if WITH_GAMELIFT #include "GameLiftServerSDKModels.h" #endif #include "Chaos/ImplicitQRSVD.h" #include "GenericPlatform/GenericPlatformOutputDevices.h" #include "Misc/TypeContainer.h" DEFINE_LOG_CATEGORY(LogShooterGameMode) AShooterGameMode::AShooterGameMode() { UE_LOG(LogShooterGameMode, Log, TEXT("Initializing ShooterGameMode...")); } void AShooterGameMode::BeginPlay() { Super::BeginPlay(); #if WITH_GAMELIFT InitGameLift(); #endif } #if WITH_GAMELIFT // ReSharper disable once CppMemberFunctionMayBeConst - cannot be const due to FCommandLine::Get() and UE_LOG with non-const log category bool AShooterGameMode::SetParametersFromCommandLine(FServerParameters& OutServerParameters, FProcessParameters& OutProcessParameters) { bool bCriticalFault = false; FString CommandLine = FCommandLine::Get(); UE_LOG(LogShooterGameMode, Log, TEXT(">>> Command Line: %s"), *CommandLine); // Checks if param exists (returns bool) // AuthToken returned from the "aws gamelift get-compute-auth-token" API. Note this will expire and require a new call to the API after 15 minutes. bCriticalFault |= ValidateServerParameters(CommandLine, TEXT("authtoken"),OutServerParameters.m_authToken); // The Host/compute-name of the GameLift Anywhere instance bCriticalFault |= ValidateServerParameters(CommandLine, TEXT("hostid"),OutServerParameters.m_hostId); // The AnywhereFleet ID. bCriticalFault |= ValidateServerParameters(CommandLine, TEXT("fleetid"),OutServerParameters.m_fleetId); // The WebSocket URL (GameLiftServiceSdkEndpoint) bCriticalFault |= ValidateServerParameters(CommandLine, TEXT("websocketurl"),OutServerParameters.m_webSocketUrl); // The port being used, uses UE system default if not entered as a switch OutProcessParameters.port = FURL::UrlConfig.DefaultPort; FParse::Value(*CommandLine, TEXT("port="), OutProcessParameters.port); // LogServerSummary(OutServerParameters,OutProcessParameters); return bCriticalFault; } void AShooterGameMode::LogServerParameters(const FServerParameters& InServerParameters) { // Log Server Parameters UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_YELLOW); UE_LOG(LogShooterGameMode, Log, TEXT(">>>> WebSocket URL: %s"), *InServerParameters.m_webSocketUrl); UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Fleet ID: %s"), *InServerParameters.m_fleetId); UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Process ID: %s"), *InServerParameters.m_processId); UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Host ID (Compute Name): %s"), *InServerParameters.m_hostId); UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Auth Token: %s"), *InServerParameters.m_authToken); // UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Aws Region: %s"), *ServerParameters.m_awsRegion); // UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Access Key: %s"), *ServerParameters.m_accessKey); // UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Secret Key: %s"), *ServerParameters.m_secretKey); // UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Session Token: %s"), *ServerParameters.m_sessionToken); UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE); } void AShooterGameMode::SetProcessIdOnServerParameters(FServerParameters& OutServerParameters) { // The PID of the running process #if PLATFORM_WINDOWS OutServerParameters.m_processId = FString::Printf(TEXT("%d"), GetCurrentProcessId()); #else OutServerParameters.m_processId = FString::Printf(TEXT("%d"), FGenericPlatformProcess::GetCurrentProcessId()); #endif } bool AShooterGameMode::ValidateServerParameters(const FString& CommandLine, const FString& ParameterName, FString& OutValue, const bool bCritical) { if (!FParse::Value(*CommandLine, *FString::Printf(TEXT("%s="), *ParameterName), OutValue)) { UE_LOG(LogShooterGameMode, Warning, TEXT("-%s not found"), *ParameterName); return bCritical; } return false; } void AShooterGameMode::LogServerSummary(const FServerParameters& InServerParameters, const FProcessParameters& InProcessParameters) { UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_YELLOW); UE_LOG(LogShooterGameMode, Log, TEXT("=== GAMELIFT SERVER STARTUP SUMMARY ===")); UE_LOG(LogShooterGameMode, Log, TEXT("Port: %d"), InProcessParameters.port); // Inline validation of ServerParams bool bAllValid = !InServerParameters.m_authToken.IsEmpty() && !InServerParameters.m_hostId.IsEmpty() && !InServerParameters.m_fleetId.IsEmpty() && !InServerParameters.m_webSocketUrl.IsEmpty(); UE_LOG(LogShooterGameMode, Log, TEXT("All Anywhere params: %s"), bAllValid ? TEXT("VALID ✓") : TEXT("MISSING ❌")); UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE); } void AShooterGameMode::LogGameLiftServerSummary(bool bIsAnywhere, const FServerParameters& InServerParameters, const FProcessParameters& InProcessParameters) { UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_YELLOW); UE_LOG(LogShooterGameMode, Log, TEXT("=== GAMELIFT SERVER STARTUP SUMMARY ===")); if (bIsAnywhere) { // Anywhere only Logging if (!InServerParameters.m_fleetId.IsEmpty()) { UE_LOG(LogShooterGameMode, Log, TEXT("FleetId: %s"), *InServerParameters.m_fleetId); } if (!InServerParameters.m_webSocketUrl.IsEmpty()) { UE_LOG(LogShooterGameMode, Log, TEXT("WebSocketUrl: %s"), *InServerParameters.m_webSocketUrl); } if (!InServerParameters.m_hostId.IsEmpty()) { UE_LOG(LogShooterGameMode, Log, TEXT("HostId: %s"), *InServerParameters.m_hostId); } #ifdef UE_BUILD_DEBUG const FString TokenStatus = FString::Printf(TEXT("FULL: %s"), *InServerParameters.m_authToken); #else const FString TokenStatus = InServerParameters.m_authToken.IsEmpty() ? TEXT("MISSING ❌") : FString::Printf(TEXT("LEN: %d"),InServerParameters.m_authToken.Len()); #endif UE_LOG(LogShooterGameMode, Log, TEXT("AuthToken: %s"), *TokenStatus); // Inline validation of ServerParams const bool bAllValid = !InServerParameters.m_authToken.IsEmpty() && !InServerParameters.m_hostId.IsEmpty() && !InServerParameters.m_fleetId.IsEmpty() && !InServerParameters.m_webSocketUrl.IsEmpty(); UE_LOG(LogShooterGameMode, Log, TEXT("All Anywhere params: %s"), bAllValid ? TEXT("VALID ✓") : TEXT("MISSING ❌")); } UE_LOG(LogShooterGameMode, Log, TEXT("Port: %d"), InProcessParameters.port); UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE); } void AShooterGameMode::BindGameLiftCallbackFunctions(FProcessParameters& ProcessParameters, FGameLiftServerSDKModule& GameLiftSdkModule) { // Implement callback function onStartGameSession // GameLift sends a game session activation request to the game server // and passes a game session object with game properties and other settings. // Here is where a game server takes action based on the game session object. // When the game server is ready to receive incoming player connections, // it invokes the server SDK call ActivateGameSession(). ProcessParameters.OnStartGameSession.BindLambda([this, &GameLiftSdkModule](Aws::GameLift::Server::Model::GameSession InGameSession) { FString GameSessionId = FString(InGameSession.GetGameSessionId()); UE_LOG(LogShooterGameMode, Log, TEXT("GameSession Initializing: %s"), *GameSessionId); FGameLiftGenericOutcome ActivateGameSessionOutcome = GameLiftSdkModule.ActivateGameSession(); if (ActivateGameSessionOutcome.IsSuccess()) { UE_LOG(LogShooterGameMode, Log, TEXT("Activate GameSession successful")); } else { const FGameLiftError& Error = ActivateGameSessionOutcome.GetError(); UE_LOG(LogShooterGameMode, Error, TEXT("ActivateGameSession() failed. Error: %s"), Error.m_errorMessage.IsEmpty() ? TEXT("Unknown Error") : *Error.m_errorMessage); FPlatformMisc::RequestExit(true); } }); ProcessParameters.OnTerminate.BindLambda([this, &GameLiftSdkModule]() { FGameLiftGenericOutcome ProcessEndingOutcome = GameLiftSdkModule.ProcessEnding(); FGameLiftGenericOutcome DestroyOutcome = GameLiftSdkModule.Destroy(); if (ProcessEndingOutcome.IsSuccess() && DestroyOutcome.IsSuccess()) { UE_LOG(LogShooterGameMode, Log, TEXT("Server process ending successfully")); FPlatformMisc::RequestExit(false); } else { if (!ProcessEndingOutcome.IsSuccess()) { const FGameLiftError& Error = ProcessEndingOutcome.GetError(); UE_LOG(LogShooterGameMode, Error, TEXT("ProcessEnding() failed. Error: %s"), Error.m_errorMessage.IsEmpty() ? TEXT("Unknown Error") : *Error.m_errorMessage); } if (!DestroyOutcome.IsSuccess()) { const FGameLiftError& Error = DestroyOutcome.GetError(); UE_LOG(LogShooterGameMode, Error, TEXT("Destroy() failed. Error: %s"), Error.m_errorMessage.IsEmpty() ? TEXT("Unknown error") : *Error.m_errorMessage); } FPlatformMisc::RequestExit(true); } }); ProcessParameters.OnHealthCheck.BindLambda([=]() { return true; }); // Here, the game server tells GameLift where to find game session Log files. // At the end of a game session, GameLift uploads everything in the specified // location and stores it in the cloud for access later. TArray LogFiles; FString LogDirectory =FPaths::ProjectSavedDir() / TEXT("Logs"); FString LogFile = LogDirectory / TEXT("GameLiftServer.log"); LogFiles.Add(LogFile); UE_LOG(LogShooterGameMode, Log, TEXT("Before Adding Log Files")); ProcessParameters.logParameters = LogFiles; } void AShooterGameMode::InitiateProcessReady(FProcessParameters& ProcessParameters, FGameLiftServerSDKModule& GameLiftSdkModule) { // The game server calls ProcessReady() to tell Amazon GameLift Servers it's ready to host game sessions. UE_LOG(LogShooterGameMode, Log, TEXT("Calling Process Ready...")); FGameLiftGenericOutcome ProcessReadyOutcome = GameLiftSdkModule.ProcessReady(ProcessParameters); if (ProcessReadyOutcome.IsSuccess()) { UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_GREEN); UE_LOG(LogShooterGameMode, Log, TEXT("Process Ready!")); UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE); } else { UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_RED); UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: Process Ready Failed!")); FGameLiftError ProcessReadyError = ProcessReadyOutcome.GetError(); UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: %s"), *ProcessReadyError.m_errorMessage); UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE); } UE_LOG(LogShooterGameMode, Log, TEXT("InitGameLift completed!")); } bool AShooterGameMode::InitiateConnectionWithGameLiftAgent(FServerParameters& ServerParameters, FGameLiftServerSDKModule& GameLiftSdkModule) { // InitSDK will establish a local connection with GameLift's agent to enable further communication FGameLiftGenericOutcome InitSdkOutcome = GameLiftSdkModule.InitSDK(ServerParameters); if (InitSdkOutcome.IsSuccess()) { UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_GREEN); UE_LOG(LogShooterGameMode, Log, TEXT("GameLift Init SDK Succeeded")); UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE); } else { UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_RED); UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: InitSDK failed : (")); FGameLiftError GameLiftError = InitSdkOutcome.GetError(); UE_LOG(LogShooterGameMode, Log, TEXT("ERROR: %s"), *GameLiftError.m_errorMessage); UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_NONE); return true; } return false; } #endif void AShooterGameMode::InitGameLift() { #if WITH_GAMELIFT UE_LOG(LogShooterGameMode, Log, TEXT("Calling InitGameLift")); FServerParameters ServerParameters; FProcessParameters ProcessParameters; // Getting the module first. FGameLiftServerSDKModule& GameLiftSdkModule = FModuleManager::LoadModuleChecked(FName("GameLiftServerSDK")); // The port being used, uses UE system default if not entered as a switch ProcessParameters.port = FURL::UrlConfig.DefaultPort; FParse::Value(FCommandLine::Get(), TEXT("port="), ProcessParameters.port); if (ProcessParameters.port <= 0 || ProcessParameters.port > 65535) { UE_LOG(LogShooterGameMode, Error, TEXT("Port Value Fault: %d (Value must be between 1 and 65535"), ProcessParameters.port); FPlatformMisc::RequestExit(true); } // Define the server parameters for a GameLift Anywhere fleet. These are not needed for a GameLift managed EC2 fleet. bool bIsAnywhereActive = false; if (FParse::Param(FCommandLine::Get(), TEXT("-glAnywhere"))) { bIsAnywhereActive = true; } if (bIsAnywhereActive) { UE_LOG(LogShooterGameMode, Log, TEXT("Configuring server parameters for Anywhere...")); if (SetParametersFromCommandLine(ServerParameters, ProcessParameters)) { UE_LOG(LogShooterGameMode, Error, TEXT("Critical Error, shutting server down...")); FPlatformMisc::RequestExit(true); return; } SetProcessIdOnServerParameters(ServerParameters); if (ServerParameters.m_processId.IsEmpty()) { UE_LOG(LogShooterGameMode, Warning, TEXT("ProcessId is empty")); FPlatformMisc::RequestExit(true); return; } // LogServerParameters(ServerParameters); UE_LOG(LogShooterGameMode, Log, TEXT("Initializing the GameLift Server...")); BindGameLiftCallbackFunctions(ProcessParameters, GameLiftSdkModule); } else { // Using EC2 UE_LOG(LogShooterGameMode, Log, TEXT("Using Gamelift EC2 Managed Fleet")); // EC2: Bind Callbacks (populates logParameters automatically) BindGameLiftCallbackFunctions(ProcessParameters, GameLiftSdkModule); // EC2: Empty ServerParameters = GameLift agent provies all config UE_LOG(LogShooterGameMode, Log, TEXT("Initializing EC2 GameLift Server...")); } if (InitiateConnectionWithGameLiftAgent(ServerParameters, GameLiftSdkModule)) return; LogGameLiftServerSummary(bIsAnywhereActive, ServerParameters, ProcessParameters); InitiateProcessReady(ProcessParameters, GameLiftSdkModule); #endif }