Files
DedicatedServerCourse/Source/FPSTemplate/Private/Game/ShooterGameMode.cpp

215 lines
5.7 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "Game/ShooterGameMode.h"
#include "Logging/LogMacros.h"
#if WITH_GAMELIFT
#include "GameLiftServerSDK.h"
#endif
DEFINE_LOG_CATEGORY(LogShooterGameMode)
AShooterGameMode::AShooterGameMode()
{
UE_LOG(LogShooterGameMode, Log, TEXT("Initializing ShooterGameMode..."));
}
void AShooterGameMode::BeginPlay()
{
Super::BeginPlay();
#if WITH_GAMELIFT
InitGameLift();
#endif
}
void AShooterGameMode::InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage)
{
Super::InitGame(MapName, Options, ErrorMessage);
UE_LOG(LogShooterGameMode, Log, TEXT("[%s] Parsing CLI"), *FDateTime::UtcNow().ToString(TEXT("%Y%m%d-%H%M%S")));
CachedCommandLine = FCommandLine::Get();
bool bIsCriticalError = false;
// Parsing of Command Line
bDebugMode = FParse::Param(*CachedCommandLine, TEXT("Debug"));
if (bDebugMode)
{
UE_LOG(LogShooterGameMode, Log, TEXT("Debug mode: ENABLED"));
#if UE_BUILD_DEBUG
UE_LOG(LogShooterGameMode, Log, TEXT("Command Line Arguments: %s"), *CachedCommandLine);
#endif
}
ServerPort = GetConfiguredOrDefaultPort();
bIsAnywhereFleet = FParse::Param(*CachedCommandLine, TEXT("glAnywhere"));
if (bIsAnywhereFleet)
{
UE_LOG(LogShooterGameMode, Log, TEXT("GameLift Anywhere Fleet Command Line Parsing"));
UE_LOG(LogShooterGameMode, Log, TEXT("======Command Line Parameters======"));
if (!FParse::Value(*CachedCommandLine, TEXT("fleetID="), FleetId))
{
UE_LOG(LogShooterGameMode, Error, TEXT("FleetId Missing in Command Line"));
bIsCriticalError = true;
}
else
{
UE_LOG(LogShooterGameMode, Log, TEXT("Fleet ID: %s"), *FleetId);
}
if (!FParse::Value(*CachedCommandLine, TEXT("authtoken="), AuthToken))
{
UE_LOG(LogShooterGameMode, Error, TEXT("AuthToken Missing in Command Line"));
bIsCriticalError = true;
}
else
{
if (bDebugMode)
{
FString TokenHash = GetSHA256Hash(AuthToken);
UE_LOG(LogShooterGameMode, Log, TEXT("AuthToken: %s"), *TokenHash);
}
else
{
UE_LOG(LogShooterGameMode, Log, TEXT("AuthToken Length: %d"), AuthToken.Len());
}
}
if (!FParse::Value(*CachedCommandLine, TEXT("hostId="), HostId))
{
UE_LOG(LogShooterGameMode, Error, TEXT("HostId Missing in Command Line"));
bIsCriticalError = true;
}
else
{
UE_LOG(LogShooterGameMode, Log, TEXT("Host ID: %s"), *HostId);
}
if (!FParse::Value(*CachedCommandLine, TEXT("websocketUrl="), WebSocketUrl))
{
UE_LOG(LogShooterGameMode, Error, TEXT("WebSocketUrl Missing in Command Line"));
bIsCriticalError = true;
}
else
{
UE_LOG(LogShooterGameMode, Log, TEXT("Websocket URL: %s"), *WebSocketUrl);
bool bValidWebSocket = WebSocketUrl.StartsWith(TEXT("wss://")) || WebSocketUrl.StartsWith(TEXT("ws://"));
if (bValidWebSocket)
{
int32 ColonPos = WebSocketUrl.Find(TEXT(":"), ESearchCase::CaseSensitive);
int32 SlashPos = WebSocketUrl.Find(TEXT("/"), ESearchCase::CaseSensitive, ESearchDir::FromStart, ColonPos + 1);
int32 ParsedPort = 443; // Default wss
if (WebSocketUrl.StartsWith(TEXT("ws://"))) ParsedPort = 80;
if (ColonPos != INDEX_NONE && SlashPos != INDEX_NONE)
{
FString PortStr = WebSocketUrl.Mid(ColonPos + 1, SlashPos - ColonPos - 1);
int32 ExplicitPort = FCString::Atoi(*PortStr);
if (ExplicitPort > 1024 && ExplicitPort <= 65535) // Privileged ports OK for servers
{
ParsedPort = ExplicitPort;
}
else
{
bValidWebSocket = false; // Invalid explicit port
}
}
UE_LOG(LogShooterGameMode, Log, TEXT("WebSocket Parsed Port: %d"), ParsedPort);
}
if (!bValidWebSocket)
{
UE_LOG(LogShooterGameMode, Error, TEXT("Invalid WebSocketUrl: %s"), *WebSocketUrl);
bIsCriticalError = true;
}
}
if (ServerPort == 0)
{
UE_LOG(LogShooterGameMode, Error, TEXT("Invalid or Missing Server Port Number. Shutting Down."));
bIsCriticalError = true;
}
else
{
UE_LOG(LogShooterGameMode, Log, TEXT("Port: %d"), ServerPort);
}
if (!FParse::Value(*CachedCommandLine, TEXT("serverRegion="), ServerRegion))
{
UE_LOG(LogShooterGameMode, Warning, TEXT("ServerRegion Missing in Command Line"));
}
else
{
UE_LOG(LogShooterGameMode, Log, TEXT(">>>Server Region: %s"), *ServerRegion);
}
UE_LOG(LogShooterGameMode, Log, TEXT("==================================="));
}
else
{
UE_LOG(LogShooterGameMode, Log, TEXT("GameLift EC2 Fleet"));
if (ServerPort == 0)
{
UE_LOG(LogShooterGameMode, Error, TEXT("Invalid or Missing Server Port Number. Shutting Down."));
bIsCriticalError = true;
}
else
{
UE_LOG(LogShooterGameMode, Log, TEXT("Port: %d"), ServerPort);
}
}
if (bIsCriticalError)
{
UE_LOG(LogShooterGameMode, Error, TEXT("Critical Missing or Invalid Arguments in Command Line. Shutting Down."));
FPlatformMisc::RequestExit(true);
}
else
{
UE_LOG(LogShooterGameMode, Log, TEXT("Command Line Parsed Successfully."));
}
}
int32 AShooterGameMode::GetConfiguredOrDefaultPort() const
{
// Default Unreal Engine listen/dedicated server port
int32 Port = 7777;
// Check if a port was passed via command line: -port=xxxx
int32 CmdPort = 0;
if (FParse::Value(*CachedCommandLine, TEXT("port="), CmdPort))
{
if (CmdPort > 1024 && CmdPort <= 65535)
{
Port = CmdPort;
}
else
{
Port = 0;
}
}
return Port;
}
FString AShooterGameMode::GetSHA256Hash(const FString& Input)
{
FTCHARToUTF8 Utf8Input(Input);
FSHA256Signature Hash;
if (FPlatformMisc::GetSHA256Signature(reinterpret_cast<const uint8*>(Utf8Input.Get()), Utf8Input.Length(), Hash))
{
return Hash.ToString();
}
return FString::Printf(TEXT("Fail_%dbytes"), Input.Len());
}
void AShooterGameMode::InitGameLift()
{
//TODO: Need to write later, working on parser first.
}