// Fill out your copyright notice in the Description page of Project Settings. #include "Game/ShooterGameMode.h" #include "Logging/LogMacros.h" #if WITH_GAMELIFT #include "GameLiftServerSDK.h" #endif DEFINE_LOG_CATEGORY(LogShooterGameMode) AShooterGameMode::AShooterGameMode() { UE_LOG(LogShooterGameMode, Log, TEXT("Initializing ShooterGameMode...")); } void AShooterGameMode::BeginPlay() { Super::BeginPlay(); #if WITH_GAMELIFT // InitGameLift(); #endif } void AShooterGameMode::InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage) { Super::InitGame(MapName, Options, ErrorMessage); CachedCommandLine = FCommandLine::Get(); bool bIsCriticalError = false; // Parsing of Command Line bDebugMode = FParse::Param(*CachedCommandLine, TEXT("Debug")); if (bDebugMode) { UE_LOG(LogShooterGameMode, Log, TEXT("Debug mode: ENABLED")); UE_LOG(LogShooterGameMode, Log, TEXT("Command Line Arguments: %s"), *CachedCommandLine); } ServerPort = GetConfiguredOrDefaultPort(); bIsAnywhereFleet = FParse::Param(*CachedCommandLine, TEXT("glAnywhere")); if (bIsAnywhereFleet) { UE_LOG(LogShooterGameMode, Log, TEXT("GameLift Anywhere Fleet Command Line Parsing")); UE_LOG(LogShooterGameMode, Log, TEXT("======Command Line Parameters======")); if (!FParse::Value(*CachedCommandLine, TEXT("fleetID="), FleetId)) { UE_LOG(LogShooterGameMode, Error, TEXT(">>>FleetId Missing in Command Line")); bIsCriticalError = true; } else { UE_LOG(LogShooterGameMode, Log, TEXT(">>>Fleet ID: %s"), *FleetId); } if (!FParse::Value(*CachedCommandLine, TEXT("authtoken="), AuthToken)) { UE_LOG(LogShooterGameMode, Error, TEXT(">>>AuthToken Missing in Command Line")); bIsCriticalError = true; } else { if (bDebugMode) { UE_LOG(LogShooterGameMode, Log, TEXT(">>>AuthToken: %s"), *AuthToken); } else { UE_LOG(LogShooterGameMode, Log, TEXT(">>>AuthToken Length: %d"), AuthToken.Len()); } } if (!FParse::Value(*CachedCommandLine, TEXT("hostId="), HostId)) { UE_LOG(LogShooterGameMode, Error, TEXT(">>>HostId Missing in Command Line")); bIsCriticalError = true; } { UE_LOG(LogShooterGameMode, Log, TEXT(">>>Host ID: %s"), *HostId); } if (!FParse::Value(*CachedCommandLine, TEXT("websocketUrl="), WebSocketUrl)) { UE_LOG(LogShooterGameMode, Error, TEXT(">>>WebSocketUrl Missing in Command Line")); bIsCriticalError = true; } else { UE_LOG(LogShooterGameMode, Log, TEXT(">>>Websocket URL: %s"), *WebSocketUrl); } if (ServerPort == 0) { UE_LOG(LogShooterGameMode, Error, TEXT("Invalid or Missing Server Port Number.")); bIsCriticalError = true; } if (!FParse::Value(*CachedCommandLine, TEXT("serverRegion="), ServerRegion)) { UE_LOG(LogShooterGameMode, Error, TEXT(">>>ServerRegion Missing in Command Line")); } else { UE_LOG(LogShooterGameMode, Log, TEXT(">>>Server Region: %s"), *ServerRegion); } UE_LOG(LogShooterGameMode, Log, TEXT("===================================")); } else { UE_LOG(LogShooterGameMode, Log, TEXT("GameLift EC2 Fleet")); if (ServerPort == 0) { UE_LOG(LogShooterGameMode, Error, TEXT("Invalid or Missing Server Port Number. Shutting Down.")); bIsCriticalError = true; } } if (bIsCriticalError) { UE_LOG(LogShooterGameMode, Error, TEXT("Critical Missing or Invalid Arguments in Command Line. Shutting Down.")); FPlatformMisc::RequestExit(true); } else { UE_LOG(LogShooterGameMode, Log, TEXT("Command Line Parsed Successfully.")); } } int32 AShooterGameMode::GetConfiguredOrDefaultPort() const { // Default Unreal Engine listen/dedicated server port int32 Port = 7777; // Check if a port was passed via command line: -port=xxxx int32 CmdPort = 0; if (FParse::Value(*CachedCommandLine, TEXT("port="), CmdPort)) { if (CmdPort > 0 && CmdPort <= 65535) { Port = CmdPort; } else { Port = 0; } } return Port; }