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GameLift-Unreal-game-server.cpp

GameLift-Unreal-game-server.cs demonstrates a basic integration of Amazon GameLift into a game server built with Unreal Engine.

/** * Copyright 2010-2019 Amazon.com, Inc. or its affiliates. All Rights Reserved. * * This file is licensed under the Apache License, Version 2.0 (the "License"). * You may not use this file except in compliance with the License. A copy of * the License is located at * * http://aws.amazon.com/apache2.0/ * * This file is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR * CONDITIONS OF ANY KIND, either express or implied. See the License for the * specific language governing permissions and limitations under the License. */ //This is an example of a simple integration with GameLift server SDK that makes game server //processes go active on Amazon GameLift // Include game project files. "GameLiftFPS" is a sample game name, replace with file names from your own game project #include "GameLiftFPS.h" #include "Engine.h" #include "EngineGlobals.h" #include "GameLiftFPSGameMode.h" #include "GameLiftFPSHUD.h" #include "GameLiftFPSCharacter.h" #include "GameLiftServerSDK.h" AGameLiftFPSGameMode::AGameLiftFPSGameMode() : Super() { //Let's run this code only if GAMELIFT is enabled. Only with Server targets! #if WITH_GAMELIFT //Getting the module first. FGameLiftServerSDKModule* gameLiftSdkModule = &FModuleManager::LoadModuleChecked<FGameLiftServerSDKModule>(FName("GameLiftServerSDK")); //InitSDK establishes a local connection with GameLift's agent to enable communication. gameLiftSdkModule->InitSDK(); //Respond to new game session activation request. GameLift sends activation request //to the game server along with a game session object containing game properties //and other settings. Once the game server is ready to receive player connections, //invoke GameLiftServerAPI.ActivateGameSession() auto onGameSession = [=](Aws::GameLift::Server::Model::GameSession gameSession) { gameLiftSdkModule->ActivateGameSession(); }; FProcessParameters* params = new FProcessParameters(); params->OnStartGameSession.BindLambda(onGameSession); //OnProcessTerminate callback. GameLift invokes this before shutting down the instance //that is hosting this game server to give it time to gracefully shut down on its own. //In this example, we simply tell GameLift we are indeed going to shut down. params->OnTerminate.BindLambda([=](){gameLiftSdkModule->ProcessEnding();}); //HealthCheck callback. GameLift invokes this callback about every 60 seconds. By default, //GameLift API automatically responds 'true'. A game can optionally perform checks on //dependencies and such and report status based on this info. If no response is received //within 60 seconds, health status is recorded as 'false'. //In this example, we're always healthy! params->OnHealthCheck.BindLambda([](){return true; }); //Here, the game server tells GameLift what port it is listening on for incoming player //connections. In this example, the port is hardcoded for simplicity. Since active game //that are on the same instance must have unique ports, you may want to assign port values //from a range, such as: //const int32 port = FURL::UrlConfig.DefaultPort; //params->port; params->port = 7777; //Here, the game server tells GameLift what set of files to upload when the game session //ends. GameLift uploads everything specified here for the developers to fetch later. TArray<FString> logfiles; logfiles.Add(TEXT("aLogFile.txt")); params->logParameters = logfiles; //Call ProcessReady to tell GameLift this game server is ready to receive game sessions! gameLiftSdkModule->ProcessReady(*params); #endif }

Sample Details

Service: gamelift

Last tested: 2018-12-12

Author: AWS

Type: full-example

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