Files
DedicatedServerCourse/Source/FPSTemplate/Public/Game/ShooterGameMode.h
2026-03-01 09:29:41 -05:00

247 lines
6.2 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "ShooterGameModeBase.h"
#if WITH_GAMELIFT
#include "GameLiftServerSDK.h"
#endif
#include "ShooterGameMode.generated.h"
/*
struct FCommandLineArgs
{
TMap<FString,FString> Options;
TArray<FString> CmdArguments;
void ParseCommandLine()
{
const TCHAR* CommandLine = FCommandLine::Get();
// Reserves estimated space to avoid reallocations
Options.Reserve(10);
CmdArguments.Reserve(10);
FString Key, Value, Token;
FString FlagName = FString(TEXT(""));
while (FParse::Token(CommandLine, Token, true))
{
// Check if token starts with '-'
if (Token.StartsWith(TEXT("-")))
{
// Remove the leading '-' and store the flag name
FlagName = Token.Mid(1);
// If it's in the form Key=Value, split it
if (FlagName.Split(TEXT("="), &Key, &Value))
{
Key=Key.ToLower();
Value=Value.ToLower();
// Normalize boolean values
if (Value.Equals(TEXT("true"), ESearchCase::IgnoreCase) || Value.Equals(TEXT("1")))
{
Options.Add(Key, TEXT("true"));
}
else if (Value.Equals(TEXT("false"), ESearchCase::IgnoreCase) || Value.Equals(TEXT("0")))
{
Options.Add(Key, TEXT("false"));
}
else
{
Options.Add(Key, Value);
}
}
else
{
// Bare flag (for
// example -Debug or -NoSound)
// The convention is flags starting with "No" are false
if (FlagName.StartsWith(TEXT("No")) && FlagName.Len() > 2)
{
Key = FlagName.Mid(2).ToLower();
Options.Add(Key, TEXT("false"));
}
else
{
Key = FlagName.ToLower();
Options.Add(Key, TEXT("true"));
}
// Also add to Arguments array for backward compatibility
CmdArguments.Add(FlagName);
}
}
else
{
CmdArguments.Add(Token);
}
}
}
FString GetValueFromKey(const FString& Key, const FString& DefaultValue = TEXT("")) const
{
FString NormalizedKey = Key.ToLower();
const FString* ValuePtr = Options.Find(NormalizedKey);
return ValuePtr ? *ValuePtr : DefaultValue;
}
bool TryGetValue(const FString& Key, FString& OutValue) const
{
FString NormalizedKey = Key.ToLower();
if (const FString* ValuePtr = Options.Find(NormalizedKey))
{
OutValue = *ValuePtr;
return true;
}
return false;
}
FString ToString() const
{
FString Result;
for (const auto& Pair : Options)
{
Result += FString::Printf(TEXT("-%s=%s "), *Pair.Key, *Pair.Value);
}
for (const FString& Arg : CmdArguments)
{
Result += Arg + TEXT(" ");
}
return Result.TrimEnd();
}
// Get a boolean value, returns Default if not found or invalid
bool GetBool(const FString& Key, bool DefaultValue = false) const
{
FString Value;
if (TryGetValue(Key, Value))
{
if (Value.Equals(TEXT("true"), ESearchCase::IgnoreCase) ||
Value.Equals(TEXT("1")) ||
Value.Equals(TEXT("yes"), ESearchCase::IgnoreCase))
{
return true;
}
if (Value.Equals(TEXT("false"), ESearchCase::IgnoreCase) ||
Value.Equals(TEXT("0")) ||
Value.Equals(TEXT("no"), ESearchCase::IgnoreCase))
{
return false;
}
}
return DefaultValue;
}
// Get an integer value, returns Default if not found or not numeric
int32 GetInt(const FString& Key, int32 DefaultValue = 0) const
{
FString Value;
if (TryGetValue(Key, Value))
{
return FCString::Atoi(*Value);
}
return DefaultValue;
}
// Get a float value
float GetFloat(const FString& Key, float DefaultValue = 0.0f) const
{
FString Value;
if (TryGetValue(Key, Value))
{
return FCString::Atof(*Value);
}
return DefaultValue;
}
// Get as FName (useful for modes, map names, etc.)
FName GetName(const FString& Key, const FName& DefaultValue = NAME_None) const
{
FString Value;
if (TryGetValue(Key, Value))
{
return FName(*Value);
}
return DefaultValue;
}
// Set a string value (core setter used by others)
void SetValue(const FString& Key, const FString& Value)
{
Options.Add(Key.ToLower(), Value.ToLower());
}
// Set a boolean option
void SetBool(const FString& Key, bool bValue)
{
Options.Add(Key.ToLower(), bValue ? TEXT("true") : TEXT("false"));
}
// Set an integer option
void SetInt(const FString& Key, int32 Value)
{
Options.Add(Key.ToLower(), FString::FromInt(Value));
}
// Set a float option (with minimal formatting)
void SetFloat(const FString& Key, float Value, int32 Precision = 2)
{
FString FloatStr = FString::SanitizeFloat(Value, Precision);
Options.Add(Key.ToLower(), FloatStr);
}
// Set an FName option
void SetName(const FString& Key, const FName& NameValue)
{
Options.Add(Key.ToLower(), NameValue.ToString().ToLower());
}
// Add a bare flag (true/false toggle stored for ToString output)
void SetFlag(const FString& Flag, bool bEnabled = true)
{
FString Key = Flag.ToLower();
Options.Add(Key, bEnabled ? TEXT("true") : TEXT("false"));
CmdArguments.Add(Flag); // maintain compatibility with older flag parsing
}
};
*/
DECLARE_LOG_CATEGORY_EXTERN(LogShooterGameMode, Log, All);
/**
*
*/
UCLASS()
class FPSTEMPLATE_API AShooterGameMode : public AShooterGameModeBase
{
GENERATED_BODY()
public:
AShooterGameMode();
protected:
virtual void BeginPlay() override;
private:
void InitGameLift();
#if WITH_GAMELIFT
bool SetParametersFromCommandLine(FServerParameters& OutServerParameters, FProcessParameters& OutProcessParameters);
static void LogServerParameters(const FServerParameters& InServerParameters);
void SetProcessIdOnServerParameters(FServerParameters& OutServerParameters);
bool ValidateServerParameters(const FString& CommandLine, const FString& ParameterName, FString& OutValue, const bool bCritical = true);
void LogServerSummary(const FServerParameters& InServerParameters, const FProcessParameters& InProcessParameters);
void BindGameLiftCallbackFunctions(FProcessParameters& ProcessParameters,
FGameLiftServerSDKModule& GameLiftSdkModule);
void InitiateProcessReady(FProcessParameters& ProcessParameters, FGameLiftServerSDKModule& GameLiftSdkModule);
bool InitiateConnectionWithGameLiftAgent(FServerParameters& ServerParameters,
FGameLiftServerSDKModule& GameLiftSdkModule);
#endif
};