Files
DedicatedServerCourse/Source/DedicatedServers/Private/Game/DS_GameMode.cpp
2026-03-26 21:07:11 -04:00

386 lines
13 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "Game/DS_GameMode.h"
#include "GameLiftClp.h"
#include "openssl/sha.h"
#include "Game/GameLift/GameLiftClpTypes.h"
#if WITH_GAMELIFT
#include "GameLiftServerSDK.h"
#endif
DEFINE_LOG_CATEGORY(LogDS_GameMode);
void ADS_GameMode::BeginPlay()
{
Super::BeginPlay();
if ((GameLiftConfig.bIsAnywhereFleet && GameLiftConfig.bAllOptionsFound) ||
!GameLiftConfig.bIsAnywhereFleet)
{
InitGameLift();
}
else
{
UE_LOG(LogDS_GameMode, Error, TEXT("GameLift Anywhere fleet missing required options. Exiting."));
FGenericPlatformMisc::RequestExit(false);
}
}
void ADS_GameMode::InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage)
{
Super::InitGame(MapName, Options, ErrorMessage);
#if WITH_GAMELIFT
CachedCommandLine = FCommandLine::Get();
const FPortResult PortResult = cmdlineparser::details::GetConfiguredOrDefaultPort(CachedCommandLine, TEXT("port"));;
if (PortResult.bUsedDefaultPort)
{
UE_LOGFMT (LogDS_GameMode, Warning, "{0}", PortResult.WarningMessage);
}
GameLiftConfig.ServerPort = PortResult.Port;
if (FParse::Param(*CachedCommandLine, TEXT("glAnywhereFleet")))
{
UE_LOGFMT(LogDS_GameMode, Log, "Fleet type: Anywhere");
GameLiftConfig.bIsAnywhereFleet = true;
GameLiftConfig.bAllOptionsFound = GetAnywhereFleetParameters(CachedCommandLine);
LogAnywhereFleetParameters();
}
else
{
UE_LOGFMT(LogDS_GameMode, Log, "Fleet type: EC2");
// TODO: EC2 configuration
}
#endif
}
FString ADS_GameMode::GetSHA256Hash(const FString& InString)
{
if (InString.IsEmpty())
return TEXT("e3b0c44298fc1c149afbf4c8996fb92427ae41e4649b934ca495991b7852b855");
FSHA256Signature Hash;
// Use OpenSSL to compute the SHA-256 hash
FTCHARToUTF8 Utf8(InString);
const uint8* Bytes = reinterpret_cast<const uint8*>(Utf8.Get());
uint32 Length = Utf8.Length();
SHA256_CTX Sha256Context;
SHA256_Init(&Sha256Context);
SHA256_Update(&Sha256Context, Bytes,Length);
SHA256_Final(Hash.Signature, &Sha256Context);
return Hash.ToString();
}
void ADS_GameMode::InitGameLift()
{
#if WITH_GAMELIFT
UE_LOGFMT(LogDS_GameMode, Log, "Calling InitGameLift...");
// Get the module first
FGameLiftServerSDKModule* GameLiftSdkModule = &FModuleManager::LoadModuleChecked<FGameLiftServerSDKModule>("GameLiftServerSDK");
FGameLiftGenericOutcome InitSdkOutcome;
UE_LOGFMT(LogDS_GameMode, Log, "Initializing the GameLift Server...");
if (GameLiftConfig.bIsAnywhereFleet)
{
// Define the server parameters for an Anywhere fleet. These are not needed for a GameLift managed EC2 fleet.
FServerParameters ServerParametersForAnywhere;
uint32 PID = FPlatformProcess::GetCurrentProcessId();
FString PIDString = FString::FromInt(static_cast<int32>(PID));
UE_LOGFMT(LogDS_GameMode, Log, "Configuring server parameters for Anywhere...");
// If AnywhereFleets are being used load the command line arguments parsed earlier.
ServerParametersForAnywhere.m_webSocketUrl = TCHAR_TO_UTF8(*GameLiftConfig.WebSocketUrlResult.Value);
ServerParametersForAnywhere.m_fleetId = TCHAR_TO_UTF8((*GameLiftConfig.FleetIdResult.Value));
ServerParametersForAnywhere.m_hostId = TCHAR_TO_UTF8(*GameLiftConfig.HostIdResult.Value);
ServerParametersForAnywhere.m_processId = PIDString;
ServerParametersForAnywhere.m_authToken = TCHAR_TO_UTF8(*GameLiftConfig.AuthTokenResult.Value);
LogServerParameters(ServerParametersForAnywhere);
// InitSDK will establish a local connection with GameLift's agent to enable further communication.
InitSdkOutcome = GameLiftSdkModule->InitSDK(ServerParametersForAnywhere);
}
else
{
InitSdkOutcome = GameLiftSdkModule->InitSDK();
}
if (InitSdkOutcome.IsSuccess())
{
UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_GREEN);
UE_LOG(LogDS_GameMode, Log, TEXT("GameLift InitSDK succeeded!"));
UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_NONE);
}
else
{
UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_RED);
UE_LOG(LogDS_GameMode, Log, TEXT("ERROR: InitSDK failed : ("));
FGameLiftError GameLiftError = InitSdkOutcome.GetError();
UE_LOG(LogDS_GameMode, Log, TEXT("ERROR: %s"), *GameLiftError.m_errorMessage);
UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_NONE);
return;
}
ProcessParameters = MakeShared<FProcessParameters>();
//When a game session is created, Amazon GameLift Servers sends an activation request to the game server and passes along the game session object containing game properties and other settings.
//Here is where a game server should take action based on the game session object.
//Once the game server is ready to receive incoming player connections, it should invoke GameLiftServerAPI.ActivateGameSession()
// ReSharper disable once CppPassValueParameterByConstReference - not safe to do with async lambdas
ProcessParameters->OnStartGameSession.BindLambda([=](Aws::GameLift::Server::Model::GameSession InGameSession)
{
const FString GameSessionId = FString(InGameSession.GetGameSessionId());
UE_LOG(LogDS_GameMode, Log, TEXT("GameSession Initializing: %s"), *GameSessionId);
GameLiftSdkModule->ActivateGameSession();
});
//OnProcessTerminate callback. Amazon GameLift Servers will invoke this callback before shutting down an instance hosting this game server.
//It gives this game server a chance to save its state, communicate with services, etc., before being shut down.
//In this case, we simply tell Amazon GameLift Servers we are indeed going to shut down.
ProcessParameters->OnTerminate.BindLambda([=]()
{
UE_LOG(LogDS_GameMode, Log, TEXT("Game Server Process is terminating"));
// First call ProcessEnding()
FGameLiftGenericOutcome processEndingOutcome = GameLiftSdkModule->ProcessEnding();
// Then call Destroy() to free the SDK from memory
FGameLiftGenericOutcome destroyOutcome = GameLiftSdkModule->Destroy();
// Exit the process with success or failure
if (processEndingOutcome.IsSuccess() && destroyOutcome.IsSuccess()) {
UE_LOG(LogDS_GameMode, Log, TEXT("Server process ending successfully"));
}
else {
if (!processEndingOutcome.IsSuccess()) {
const FGameLiftError& error = processEndingOutcome.GetError();
UE_LOG(LogDS_GameMode, Error, TEXT("ProcessEnding() failed. Error: %s"),
error.m_errorMessage.IsEmpty() ? TEXT("Unknown error") : *error.m_errorMessage);
}
if (!destroyOutcome.IsSuccess()) {
const FGameLiftError& error = destroyOutcome.GetError();
UE_LOG(LogDS_GameMode, Error, TEXT("Destroy() failed. Error: %s"),
error.m_errorMessage.IsEmpty() ? TEXT("Unknown error") : *error.m_errorMessage);
}
}
GLog->Flush();
FGenericPlatformMisc::RequestExit(false);
});
//This is the Health Check callback.
//Amazon GameLift Servers will invoke this callback every 60 seconds or so.
//Here, a game server might want to check the health of dependencies and such.
//Simply return true if healthy, false otherwise.
//The game server has 60 seconds to respond with its health status. Amazon GameLift Servers will default to 'false' if the game server doesn't respond in time.
//In this case, we're always healthy!
ProcessParameters->OnHealthCheck.BindLambda([]()
{
UE_LOG(LogDS_GameMode, Log, TEXT("Performing Health Check"));
return true;
});
ProcessParameters->port = GameLiftConfig.ServerPort;
TArray<FString> Logfiles;
Logfiles.Add(TEXT("FPSTemplate/Saved/Log/server.log"));
ProcessParameters->logParameters = Logfiles;
UE_LOGFMT(LogDS_GameMode, Log, "Calling Process Ready...");
FGameLiftGenericOutcome ProcessReadyOutcome = GameLiftSdkModule->ProcessReady(*ProcessParameters);
if (ProcessReadyOutcome.IsSuccess())
{
UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_GREEN);
UE_LOG(LogDS_GameMode, Log, TEXT("Process Ready!"));
UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_NONE);
}
else
{
UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_RED);
UE_LOG(LogDS_GameMode, Log, TEXT("ERROR: Process Ready Failed!"));
FGameLiftError ProcessReadyError = ProcessReadyOutcome.GetError();
UE_LOG(LogDS_GameMode, Log, TEXT("ERROR: %s"), *ProcessReadyError.m_errorMessage);
UE_LOG(LogDS_GameMode, SetColor, TEXT("%s"), COLOR_NONE);
return;
}
UE_LOGFMT(LogDS_GameMode, Log, "InitGameLift completed!");
#endif
}
bool ADS_GameMode::GetAnywhereFleetParameters(const FString& CommandLineString)
{
#if WITH_GAMELIFT
bool bAllAnywhereFleetParametersValid = true;
GameLiftConfig.AuthTokenResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::AuthToken);
if (!GameLiftConfig.AuthTokenResult.bIsValid) bAllAnywhereFleetParametersValid = false;
GameLiftConfig.FleetIdResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::FleetId);
if (!GameLiftConfig.FleetIdResult.bIsValid) bAllAnywhereFleetParametersValid = false;
GameLiftConfig.HostIdResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::HostId);
if (!GameLiftConfig.HostIdResult.bIsValid) bAllAnywhereFleetParametersValid = false;
GameLiftConfig.WebSocketUrlResult = cmdlineparser::GetValueOfToken(CommandLineString, cmdlineparser::details::EAvailableTokens::WebsocketUrl);
if (!GameLiftConfig.WebSocketUrlResult.bIsValid) bAllAnywhereFleetParametersValid = false;
return bAllAnywhereFleetParametersValid;
#else
return false;
#endif
}
void ADS_GameMode::LogAnywhereFleetParameters()
{
// Lambda for getting the token name from token
auto GetTokenName = [](const cmdlineparser::details::FParseResult& Result) -> FString
{
return cmdlineparser::details::CLI_TOKENS.FindRef(Result.Token);
};
UE_LOGFMT(LogDS_GameMode, Log, "Anywhere Fleet Parameters:");
if (GameLiftConfig.AuthTokenResult.bIsValid)
{
UE_LOGFMT(LogDS_GameMode, Log, "AuthToken: {0}", GetValueOrHash(GameLiftConfig.AuthTokenResult.Value));
}
else
{
UE_LOGFMT(
LogDS_GameMode,
Error,
"AuthToken: {0}",
FString::Format(
*GameLiftConfig.AuthTokenResult.ErrorMessage,
{
FStringFormatArg(GetTokenName(GameLiftConfig.AuthTokenResult)),
FStringFormatArg(GetValueOrHash(GameLiftConfig.AuthTokenResult.Value)),
}
)
);
}
if (GameLiftConfig.FleetIdResult.bIsValid)
{
UE_LOGFMT(LogDS_GameMode, Log, "FleetId: {0}", GameLiftConfig.FleetIdResult.Value);
}
else
{
UE_LOGFMT(
LogDS_GameMode,
Error,
"FleetId: {0}",
FString::Format(
*GameLiftConfig.FleetIdResult.ErrorMessage,
{
FStringFormatArg(GetTokenName(GameLiftConfig.FleetIdResult)),
FStringFormatArg(GameLiftConfig.FleetIdResult.Value)
}
)
);
}
if (GameLiftConfig.HostIdResult.bIsValid)
{
UE_LOGFMT(LogDS_GameMode, Log, "HostId: {0}", GameLiftConfig.HostIdResult.Value);
}
else
{
UE_LOGFMT(
LogDS_GameMode,
Error,
"HostId: {0}",
FString::Format(
*GameLiftConfig.HostIdResult.ErrorMessage,
{
FStringFormatArg(GetTokenName(GameLiftConfig.HostIdResult)),
FStringFormatArg(GameLiftConfig.HostIdResult.Value)
}
)
);
}
if (GameLiftConfig.WebSocketUrlResult.bIsValid)
{
UE_LOGFMT(LogDS_GameMode, Log, "WebSocketUrl: {0}", GameLiftConfig.WebSocketUrlResult.Value);
}
else
{
UE_LOGFMT(
LogDS_GameMode,
Error,
"WebSocketUrl: {0}",
FString::Format(
*GameLiftConfig.WebSocketUrlResult.ErrorMessage,
{
FStringFormatArg(GetTokenName(GameLiftConfig.WebSocketUrlResult)),
FStringFormatArg(GameLiftConfig.WebSocketUrlResult.Value)
}
)
);
}
UE_LOGFMT(LogDS_GameMode, Log, "Server Port: {0}", GameLiftConfig.ServerPort);
if (GameLiftConfig.bAllOptionsFound)
{
UE_LOGFMT(LogDS_GameMode, Log, "Anywhere Fleet Parameters Loaded Successfully....");
}
else
{
UE_LOGFMT(LogDS_GameMode, Error, "Anywhere Fleet Parameters Load FAILED....");
}
}
void ADS_GameMode::LogServerParameters(const FServerParameters& InServerParameters)
{
#if WITH_GAMELIFT
UE_LOGFMT(LogDS_GameMode, Log, ">>>> WebSocket URL: {WebSocketUrl}", InServerParameters.m_webSocketUrl);
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Fleet ID: {FleetId}", InServerParameters.m_fleetId);
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Process ID: {ProcessId}", InServerParameters.m_processId);
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Host ID (Compute Name): {HostId}", InServerParameters.m_hostId);
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Auth Token: {AuthToken}", GetValueOrHash(InServerParameters.m_authToken));
if (!InServerParameters.m_awsRegion.IsEmpty())
{
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Aws Region: {AwsRegion}", InServerParameters.m_awsRegion);
}
if (!InServerParameters.m_accessKey.IsEmpty())
{
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Access Key: {AccessKey}", GetValueOrHash(InServerParameters.m_accessKey));
}
if (!InServerParameters.m_secretKey.IsEmpty())
{
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Secret Key: {SecretKey}", GetValueOrHash(InServerParameters.m_secretKey));
}
if (!InServerParameters.m_sessionToken.IsEmpty())
{
UE_LOGFMT(LogDS_GameMode, Log, ">>>> Session Token: {SessionToken}", GetValueOrHash(InServerParameters.m_sessionToken));
}
#endif
}
FString ADS_GameMode::GetValueOrHash(const FString& Value)
{
#if UE_BUILD_DEBUG || UE_BUILD_DEVELOPMENT
return Value;
#else
return TEXT("HASH:") + GetSHA256Hash(Value);
#endif
}