116 lines
2.9 KiB
C++
116 lines
2.9 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "ShooterGameModeBase.h"
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#include "ShooterGameMode.generated.h"
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DECLARE_LOG_CATEGORY_EXTERN(LogShooterGameMode, Log, All);
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struct FProcessParameters;
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struct FServerParameters;
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struct FGameLiftCliConfig
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{
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bool bDebugMode = false;
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bool bIsAnywhereFleet = false;
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bool bIsCriticalError = false;
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int32 ServerPort = 0;
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FString AuthToken;
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FString FleetId;
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FString HostId;
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FString WebSocketUrl;
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FString ServerRegion;
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};
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namespace GameLiftValidators
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{
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extern const FRegexPattern FleetIdPattern;
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extern const int32 FleetIdLengthMin;
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extern const int32 FleetIdLengthMax;
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extern const FString ServerRegionPattern;
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extern const int32 ServerRegionLengthMin;
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extern const int32 ServerRegionLengthMax;
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extern const FString WebSocketUrlPattern;
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extern const int32 WebSocketUrlLengthMin;
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extern const int32 WebSocketUrlLengthMax;
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extern const FString AuthTokenPattern;
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extern const int32 AuthTokenLengthMin;
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extern const int32 AuthTokenLengthMax;
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extern const FString HostIdPattern;
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extern const int32 HostIdLengthMin;
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extern const int32 HostIdLengthMax;
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extern const int32 ServerPortMin;
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extern const int32 ServerPortMax;
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extern const int32 WebSocketPortMin;
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extern const int32 WebSocketPortMax;
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bool ValidateString(const FString& Value, const FRegexPattern& OptionalPattern, int32 Min, int32 Max);
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bool ValidateNumber(int32 Value, int32 Min, int32 Max);
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}
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/**
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*
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*/
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UCLASS()
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class FPSTEMPLATE_API AShooterGameMode : public AShooterGameModeBase
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{
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GENERATED_BODY()
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public:
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AShooterGameMode();
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protected:
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UPROPERTY(Config, BlueprintReadOnly)
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bool bIsAnywhereFleet = false;
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UPROPERTY(Config, BlueprintReadOnly)
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FString FleetId;
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UPROPERTY(Config, BlueprintReadOnly)
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FString AuthToken;
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UPROPERTY(Config, BlueprintReadOnly)
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FString HostId;
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UPROPERTY(Config, BlueprintReadOnly)
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FString WebSocketUrl;
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UPROPERTY(Config)
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FString ServerRegion;
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UPROPERTY(Config, BlueprintReadOnly)
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int32 ServerPort;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bDebugMode = false;
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virtual void BeginPlay() override;
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virtual void InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage) override;
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void InitGame_original(const FString& MapName, const FString& Options, FString& ErrorMessage);
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private:
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FGameLiftCliConfig GameLiftConfig;
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FString CachedCommandLine;
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TSharedPtr<FProcessParameters> ProcessParameters;
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TSharedPtr<FServerParameters> ServerParameters;
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int32 GetConfiguredOrDefaultPort() const;
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static FString GetSHA256Hash(const FString& Input);
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bool ParseAndOutputResult(const FString& InString, FString& OutValue, bool bRequired = false);
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bool ParseAndValidate(const FString& InArguments, FGameLiftCliConfig& Config);
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static bool ValidateFleetId(const FString& InFleetId);
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void InitGameLift();
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};
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