Files
DedicatedServerCourse/Source/FPSTemplate/Private/Game/ShooterGameMode.cpp
2026-03-10 22:38:12 -04:00

139 lines
4.4 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "Game/ShooterGameMode.h"
#include "GameLiftClpTypes.h"
#include "GameLift/GameLiftClp.h"
DEFINE_LOG_CATEGORY(LogShooterGameMode);
// Function implementations.
AShooterGameMode::AShooterGameMode()
{
}
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();
GameLiftConfig.ServerPort = cmdlineparser::details::GetConfiguredOrDefaultPort(CachedCommandLine, "port");
if (FParse::Param(*CachedCommandLine, TEXT("-glAnywhereFleet")))
{
GameLiftConfig.bIsAnywhereFleet = true;
}
else
{
GameLiftConfig.bIsAnywhereFleet = false;
}
if (GameLiftConfig.bIsAnywhereFleet)
{
GetAnywhereFleetParameters(CachedCommandLine);
LogAnywhereFleetParameters();
}
}
FString AShooterGameMode::GetSHA256Hash(const FString& InString)
{
if (InString.IsEmpty()) return TEXT("da39a3ee5e6b4b0d3255bfef95601890afd80709");
FSHA1 Sha;
FTCHARToUTF8 Utf8(InString);
Sha.Update((uint8*)Utf8.Get(), Utf8.Length() * sizeof(UTF8CHAR));
Sha.Final();
uint8 Hash[FSHA1::DigestSize];
Sha.GetHash(Hash);
// 40-char hex (SHA1 = 160 bits)
return FString::Printf(TEXT("%08X%08X%08X%08X%08X"),
Hash[0], Hash[1], Hash[2], Hash[3], Hash[4]);
}
void AShooterGameMode::InitGameLift()
{
GetAnywhereFleetParameters(CachedCommandLine);
}
bool AShooterGameMode::GetAnywhereFleetParameters(FString CommandLineString)
{
bool bAllAnywhereFleetParametersValid = true;
cmdlineparser::details::FParseResult AuthResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::AuthToken);
if (AuthResult.bIsValid)
{
GameLiftConfig.AuthToken = AuthResult.Value;
#if UE_BUILD_DEBUG
UE_LOGFMT(LogShooterGameMode, Log, "AuthToken loaded: {0}", GameLiftConfig.AuthToken);
#else
UE_LOGFMT(LogShooterGameMode, Log, "AuthToken loaded: HASH - {0}", GetSHA256Hash(GameLiftConfig.AuthToken));
#endif
}
else
{
bAllAnywhereFleetParametersValid = false;
#if UE_BUILD_DEBUG
UE_LOGFMT(LogShooterGameMode, Error, "AuthToken Invalid: {0}", GameLiftConfig.AuthToken);
#else
UE_LOGFMT(LogShooterGameMode, Error, "AuthToken Invalid: HASH - {0}", GetSHA256Hash(GameLiftConfig.AuthToken));
#endif
}
cmdlineparser::details::FParseResult HostIdResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::HostId);
if (HostIdResult.bIsValid)
{
GameLiftConfig.HostId = HostIdResult.Value;
UE_LOGFMT(LogShooterGameMode, Log, "HostId loaded: {0}", GameLiftConfig.HostId);
}
else
{
bAllAnywhereFleetParametersValid = false;
UE_LOGFMT(LogShooterGameMode, Error, "HostId Invalid: {0}", HostIdResult.Value);
}
cmdlineparser::details::FParseResult FleetIdResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::FleetId);
if (FleetIdResult.bIsValid)
{
GameLiftConfig.FleetId = FleetIdResult.Value;
UE_LOGFMT(LogShooterGameMode, Log, "FleetId loaded: {0}", FleetIdResult.Value);
}
else
{
bAllAnywhereFleetParametersValid = false;
UE_LOGFMT(LogShooterGameMode, Error, "FleetId Invalid: {0}", GameLiftConfig.HostId);
}
cmdlineparser::details::FParseResult WebSocketUrlResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::WebsocketUrl);
if (WebSocketUrlResult.bIsValid)
{
GameLiftConfig.WebSocketUrl = WebSocketUrlResult.Value;
UE_LOGFMT(LogShooterGameMode, Log, "WebSocketUrl loaded: {0}", WebSocketUrlResult.Value);
}
else
{
bAllAnywhereFleetParametersValid = false;
UE_LOGFMT(LogShooterGameMode, Error, "WebSocketUrl Invalid: {0}", WebSocketUrlResult.Value);
}
return bAllAnywhereFleetParametersValid;
}
void AShooterGameMode::LogAnywhereFleetParameters()
{
UE_LOGFMT(LogShooterGameMode, Log, "Anywhere Fleet Parameters:");
UE_LOGFMT(LogShooterGameMode, Log, "AuthToken: {0}", GameLiftConfig.AuthToken);
UE_LOGFMT(LogShooterGameMode, Log, "FleetId: {0}", GameLiftConfig.FleetId);
UE_LOGFMT(LogShooterGameMode, Log, "HostId: {0}", GameLiftConfig.HostId);
UE_LOGFMT(LogShooterGameMode, Log, "WebsocketUrl: {0}", GameLiftConfig.WebSocketUrl);
UE_LOGFMT(LogShooterGameMode, Log, "Server Port: {0}", GameLiftConfig.ServerPort);
}