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