Files
DedicatedServerCourse/Plugins/GameLiftServerSDK/Source/GameLiftMetrics/Private/GameLiftMetrics.cpp
2026-02-24 22:39:26 -05:00

320 lines
10 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include "GameLiftMetrics.h"
#include "GameLiftMetricsTypes.h"
#include "GameLiftMetricsConfig.h"
#include "UnrealStatCollector.h"
#include "TickableCollector.h"
#include "GameLiftServerSDK.h"
#include "aws/gamelift/server/GameLiftServerAPI.h"
#include "Sockets.h"
#include "SocketSubsystem.h"
#include "IPAddress.h"
#include "Common/UdpSocketBuilder.h"
#include <aws/gamelift/metrics/GlobalMetricsProcessor.h>
#if PLATFORM_LINUX
#include <unistd.h>
#endif
FString FGameLiftMetricsModule::CurrentGameSessionId;
FThreadSafeCounter FGameLiftMetricsModule::CurrentPlayerCount(0);
FGameLiftMetricsModule& FGameLiftMetricsModule::Load()
{
return FModuleManager::LoadModuleChecked<FGameLiftMetricsModule>(FName("GameLiftMetrics"));
}
FGameLiftMetricsModule& FGameLiftMetricsModule::Get()
{
return FModuleManager::GetModuleChecked<FGameLiftMetricsModule>(FName("GameLiftMetrics"));
}
FGameLiftMetricsModule* FGameLiftMetricsModule::GetPtr()
{
return FModuleManager::GetModulePtr<FGameLiftMetricsModule>(FName("GameLiftMetrics"));
}
#if WITH_GAMELIFT_METRICS
namespace
{
const TCHAR* GAMELIFT_METRICS_FLEET_ID = TEXT("GAMELIFT_SDK_FLEET_ID");
const TCHAR* GAMELIFT_METRICS_PROCESS_ID = TEXT("GAMELIFT_SDK_PROCESS_ID");
GAMELIFT_METRICS_DECLARE_GAUGE(MetricMaxPlayers, "server_max_players", Aws::GameLift::Metrics::Server, Aws::GameLift::Metrics::SampleAll());
GAMELIFT_METRICS_DEFINE_GAUGE(MetricMaxPlayers);
GAMELIFT_METRICS_DECLARE_GAUGE(MetricPlayers, "server_players", Aws::GameLift::Metrics::Server, Aws::GameLift::Metrics::SampleAll());
GAMELIFT_METRICS_DEFINE_GAUGE(MetricPlayers);
GAMELIFT_METRICS_DECLARE_COUNTER(MetricServerCrashes, "game_server_crashes", Aws::GameLift::Metrics::Server, Aws::GameLift::Metrics::SampleAll());
GAMELIFT_METRICS_DEFINE_COUNTER(MetricServerCrashes);
}
void FGameLiftMetricsModule::StartupModule() {}
void FGameLiftMetricsModule::ShutdownModule()
{
// Terminate here just in case the user forgot.
Terminate();
}
void FGameLiftMetricsModule::StartMetricsCollector()
{
FPlatformMisc::SetCrashHandler(&FGameLiftMetricsModule::CrashHandler);
bMetricsRunning = true;
auto *Module = FGameLiftMetricsModule::GetPtr();
if (!Module)
{
UE_LOG(LogGameLiftMetrics, Error, TEXT("GameLiftMetrics module no longer loaded."));
return;
}
/*
* Begin ticking the collector.
*/
const bool bComputeFallbackGameThreadTime = !STATS;
Module->Collector.Reset(new FTickableCollector(bComputeFallbackGameThreadTime));
/*
* Create stats collector.
*/
if (STATS)
{
Module->UnrealStatCollector = TSharedPtr<FUnrealStatCollector>(new FUnrealStatCollector());
Module->UnrealStatCollector->Subscribe();
}
UE_LOG(LogGameLiftMetrics, Log, TEXT("GameLift metrics initialized successfully."));
}
void FGameLiftMetricsModule::Initialize()
{
if (GIsEditor) return;
// Initialize GameLift Server SDK metrics
auto& ServerSDKModule = FModuleManager::LoadModuleChecked<FGameLiftServerSDKModule>("GameLiftServerSDK");
auto InitResult = ServerSDKModule.InitMetrics();
if (!InitResult.IsSuccess())
{
UE_LOG(LogGameLiftMetrics, Error, TEXT("Failed to initialize GameLift metrics: %s"), *InitResult.GetError().m_errorMessage);
return;
}
StartMetricsCollector();
}
void FGameLiftMetricsModule::Initialize(const FMetricsParameters& metricsParameters)
{
if (GIsEditor) return;
// Initialize GameLift Server SDK metrics with parameters
auto& ServerSDKModule = FModuleManager::LoadModuleChecked<FGameLiftServerSDKModule>("GameLiftServerSDK");
auto InitResult = ServerSDKModule.InitMetrics(metricsParameters);
if (!InitResult.IsSuccess())
{
UE_LOG(LogGameLiftMetrics, Error, TEXT("Failed to initialize GameLift metrics with parameters: %s"), *InitResult.GetError().m_errorMessage);
return;
}
StartMetricsCollector();
}
void FGameLiftMetricsModule::Terminate()
{
if (GIsEditor) { return; }
if (UnrealStatCollector)
{
UnrealStatCollector->Unsubscribe();
UnrealStatCollector.Reset();
}
Collector.Reset();
UE_LOG(LogGameLiftMetrics, Log, TEXT("GameLift metrics terminated successfully."));
}
void FGameLiftMetricsModule::OnStartGameSession(const Aws::GameLift::Server::Model::GameSession& Session)
{
if (GIsEditor) { return; }
// Store the session ID regardless of metrics being enabled
CurrentGameSessionId = FString(Session.GetGameSessionId());
CurrentPlayerCount.Set(0);
const UGameLiftMetricsConfig& Config = UGameLiftMetricsConfig::Get();
if (!Config.bEnableMetrics)
{
UE_LOG(LogGameLiftMetrics, Verbose, TEXT("Metrics disabled: Skipping OnStartGameSession metrics"));
return;
}
GAMELIFT_METRICS_SET(MetricMaxPlayers, Session.GetMaximumPlayerSessionCount());
GAMELIFT_METRICS_RESET(MetricPlayers);
}
void FGameLiftMetricsModule::OnAcceptPlayerSession()
{
if (GIsEditor) { return; }
// Always track player count even if metrics are disabled
int32 NewPlayerCount = CurrentPlayerCount.Increment();
const UGameLiftMetricsConfig& Config = UGameLiftMetricsConfig::Get();
if (!Config.bEnableMetrics)
{
return;
}
GAMELIFT_METRICS_SET(MetricPlayers, NewPlayerCount);
}
void FGameLiftMetricsModule::OnRemovePlayerSession()
{
if (GIsEditor) { return; }
// Always track player count even if metrics are disabled
int32 NewPlayerCount = CurrentPlayerCount.Decrement();
if (NewPlayerCount < 0)
{
CurrentPlayerCount.Set(0);
NewPlayerCount = 0;
}
const UGameLiftMetricsConfig& Config = UGameLiftMetricsConfig::Get();
if (!Config.bEnableMetrics)
{
return;
}
GAMELIFT_METRICS_SET(MetricPlayers, NewPlayerCount);
}
void FGameLiftMetricsModule::ReEmitMetrics()
{
if (GIsEditor) { return; }
const UGameLiftMetricsConfig& Config = UGameLiftMetricsConfig::Get();
if (!Config.bEnableMetrics)
{
return;
}
GAMELIFT_METRICS_SET(MetricPlayers, CurrentPlayerCount.GetValue());
}
void FGameLiftMetricsModule::CrashHandler(const FGenericCrashContext& GenericContext)
{
UE_LOG(LogGameLiftMetrics, Log, TEXT("Server crashed, CrashHandler being called..."));
const UGameLiftMetricsConfig& Config = UGameLiftMetricsConfig::Get();
if (!Config.bEnableMetrics)
{
UE_LOG(LogGameLiftMetrics, Log, TEXT("Metrics disabled: Skipping crash metrics"));
return;
}
if (!CurrentGameSessionId.IsEmpty())
{
UE_LOG(LogGameLiftMetrics, Log, TEXT("Incrementing crash metrics for session: %s"), *CurrentGameSessionId);
GAMELIFT_METRICS_INCREMENT(MetricServerCrashes);
GAMELIFT_METRICS_TAG_SET(MetricServerCrashes, "game_session_id", TCHAR_TO_UTF8(*CurrentGameSessionId));
UE_LOG(LogGameLiftMetrics, Log, TEXT("Crash metrics incremented"));
// Force process the metrics
UE_LOG(LogGameLiftMetrics, Log, TEXT("Sending crash metrics..."));
Aws::GameLift::Metrics::MetricsProcess();
// Small sleep to allow the metrics to be sent
UE_LOG(LogGameLiftMetrics, Log, TEXT("Waiting for metrics to send..."));
FPlatformProcess::Sleep(0.2f);
UE_LOG(LogGameLiftMetrics, Log, TEXT("Crash metrics incremented and processed"));
}
else
{
UE_LOG(LogGameLiftMetrics, Warning, TEXT("Server crashed with no active game session"));
}
}
bool FGameLiftMetricsModule::SetMetricsEnabled(bool bEnable)
{
if (GIsEditor)
{
UE_LOG(LogGameLiftMetrics, Warning, TEXT("Cannot enable/disable metrics in editor - only applicable in game server"));
return false;
}
// If the state is already what's requested, no change needed
if (bEnable == bMetricsRunning)
{
UE_LOG(LogGameLiftMetrics, Log, TEXT("Metrics already %s, no change needed"),
bEnable ? TEXT("enabled") : TEXT("disabled"));
return true;
}
// Get current configuration and check current state
UGameLiftMetricsConfig* Config = const_cast<UGameLiftMetricsConfig*>(&UGameLiftMetricsConfig::Get());
if (bEnable)
{
// Enable metrics
UE_LOG(LogGameLiftMetrics, Log, TEXT("Enabling GameLift metrics at runtime"));
// Initialize with default parameters
Initialize();
// Flag is set inside Initialize method based on success
return bMetricsRunning;
}
else
{
// Disable metrics
UE_LOG(LogGameLiftMetrics, Log, TEXT("Disabling GameLift metrics at runtime"));
// Terminate metrics system
Terminate();
Config->bEnableMetrics = false;
bMetricsRunning = false;
return true;
}
}
bool FGameLiftMetricsModule::IsMetricsEnabled() const
{
return bMetricsRunning;
}
#else
void FGameLiftMetricsModule::StartupModule() {}
void FGameLiftMetricsModule::ShutdownModule() {}
void FGameLiftMetricsModule::Initialize() {}
void FGameLiftMetricsModule::Initialize(const FMetricsParameters& metricsParameters) {}
void FGameLiftMetricsModule::Terminate() {}
void FGameLiftMetricsModule::OnStartGameSession(const Aws::GameLift::Server::Model::GameSession& Session) {}
void FGameLiftMetricsModule::OnAcceptPlayerSession() {}
void FGameLiftMetricsModule::OnRemovePlayerSession() {}
void FGameLiftMetricsModule::ReEmitMetrics() {}
bool FGameLiftMetricsModule::SetMetricsEnabled(bool bEnable) { return false; }
bool FGameLiftMetricsModule::IsMetricsEnabled() const { return false; }
#endif // WITH_GAMELIFT_METRICS
IMPLEMENT_MODULE(FGameLiftMetricsModule, GameLiftMetrics)