// Fill out your copyright notice in the Description page of Project Settings. #include "Game/ShooterGameMode.h" #include "DSP/BufferDiagnostics.h" #include "UObject/ConstructorHelpers.h" #include "Kismet/GameplayStatics.h" #if WITH_GAMELIFT #include "GameLiftServerSDKModels.h" #endif #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 void AShooterGameMode::SetServerParameters(TSharedPtr OutServerParameters) { // 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. FString GameLiftAnywhereAuthToken = ""; if (FParse::Value(FCommandLine::Get(), TEXT("-authtoken="), GameLiftAnywhereAuthToken)) { OutServerParameters->m_authToken = GameLiftAnywhereAuthToken; } else { UE_LOG(LogShooterGameMode, Warning, TEXT("-authtoken not found in command line.")); } // The Host/compute-name of the GameLift Anywhere instance FString GameLiftAnywhereHostId = ""; if (FParse::Value(FCommandLine::Get(), TEXT("-hostid="), GameLiftAnywhereHostId)) { OutServerParameters->m_hostId = GameLiftAnywhereHostId; } else { UE_LOG(LogShooterGameMode, Warning, TEXT("-hostid not found in command line.")); } // The AnywhereFleet ID. FString GameLiftAnywhereFleetId = ""; if (FParse::Value(FCommandLine::Get(), TEXT("-fleetid="), GameLiftAnywhereFleetId)) { OutServerParameters->m_fleetId = GameLiftAnywhereFleetId; } else { UE_LOG(LogShooterGameMode, Warning, TEXT("-fleetid not found in command line.")); } // The WebSocket URL (GameLiftServiceSdkEndpoint) FString GameLiftAnywhereWebSocketUrl = ""; if (FParse::Value(FCommandLine::Get(), TEXT("-websocketurl="), GameLiftAnywhereWebSocketUrl)) { OutServerParameters->m_webSocketUrl = GameLiftAnywhereWebSocketUrl; } else { UE_LOG(LogShooterGameMode, Warning, TEXT("-websocketurl not found in command line.")); } // 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 } void AShooterGameMode::LogServerParameters(TSharedPtr ServerParameters) { // Log Server Parameters UE_LOG(LogShooterGameMode, SetColor, TEXT("%s"), COLOR_YELLOW); UE_LOG(LogShooterGameMode, Log, TEXT(">>>> WebSocket URL: %s"), *ServerParameters->m_webSocketUrl); UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Fleet ID: %s"), *ServerParameters->m_fleetId); UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Process ID: %s"), *ServerParameters->m_processId); UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Host ID (Compute Name): %s"), *ServerParameters->m_hostId); UE_LOG(LogShooterGameMode, Log, TEXT(">>>> Auth Token: %s"), *ServerParameters->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); } #endif void AShooterGameMode::ParseCommandLinePort(int32& OutPort) { TArray CommandLineTokens; TArray CommandLineSwitches; FCommandLine::Parse(FCommandLine::Get(), CommandLineTokens, CommandLineSwitches); for (FString SwitchStr : CommandLineSwitches) { FString Key; FString Value; if (SwitchStr.Split("=", &Key, &Value)) { if (Key.Equals(TEXT("port"), ESearchCase::IgnoreCase)) { OutPort = FCString::Atoi(*Value); return; } } } } void AShooterGameMode::InitGameLift() { #if WITH_GAMELIFT UE_LOG(LogShooterGameMode, Log, TEXT("Calling InitGameLift")); FProcessParameters LocalProcessParameters; // Getting the module first. FGameLiftServerSDKModule* GameLiftSdkModule = &FModuleManager::LoadModuleChecked(FName("GameLiftServerSDK")); //Define the server parameters for a GameLift Anywhere fleet. These are not needed for a GameLift managed EC2 fleet. FServerParameters ServerParameters; 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 GameLift Anywhere is enabled, parse command line arguments and pass them in the ServerParameters object. TSharedPtr ServerParams = MakeShared(ServerParameters); SetServerParameters(ServerParams); LogServerParameters(ServerParams); ServerParameters = *ServerParams; } UE_LOG(LogShooterGameMode, Log, TEXT("Initializing the GameLift Server...")); // InitSDK will establish a local connection with GameLift's agent to enable futher 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; } // 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(). auto OnGameSession = [=](const Aws::GameLift::Server::Model::GameSession& InGameSession) { FString GameSessionId = FString(InGameSession.GetGameSessionId()); UE_LOG(LogShooterGameMode, Log, TEXT("GameSession Initializing: %s"), *GameSessionId); GameLiftSdkModule->ActivateGameSession(); }; LocalProcessParameters.OnStartGameSession.BindLambda(OnGameSession); auto OnTerminate = [=]() { UE_LOG(LogShooterGameMode, Log, TEXT("Game Server Process is terminating")); GameLiftSdkModule->ProcessEnding(); }; LocalProcessParameters.OnTerminate.BindLambda(OnTerminate); auto OnHealthCheck = [=]() { UE_LOG(LogShooterGameMode, Log, TEXT("Performing Health Check")); return true; }; LocalProcessParameters.OnHealthCheck.BindLambda(OnHealthCheck); int32 Port = FURL::UrlConfig.DefaultPort; ParseCommandLinePort(Port); LocalProcessParameters.port = Port; // 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; LogFiles.Add(TEXT("FPSTemplate/Saved/Logs/FPSTemplate.log")); UE_LOG(LogShooterGameMode, Log, TEXT("Before Adding Log Files")); LocalProcessParameters.logParameters = LogFiles; // 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(LocalProcessParameters); 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!")); #endif };