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User Guide (Version 1.13)

GameLift Gem

Amazon GameLift is an AWS service for deploying, operating, and scaling session-based multiplayer games. With Amazon GameLift, you can quickly scale high-performance game servers up and down to meet player demand without any additional engineering effort or upfront costs.

The GameLift gem makes it easy for you to use Amazon GameLift in Lumberyard. To use the Amazon GameLift service, you simply enable the GameLift Gem in your Lumberyard projects.

The GameLift gem provides two services: On the server side, it provides the GameLiftServerService. On the client side, it provides the GameLiftClientService. When you use the GameLift Gem in your game project, the following sequence of events occurs:

  • The server starts the GameLiftServerService and listens for events delivered by the GameLiftServerService.

  • The client starts the GameLiftClientService, sends GameLiftSessionRequest, searches GameLiftSession, joins GameLiftSession, and listens for events delivered by the GameLiftClientService.

These events are illustrated in the following diagram.


        GameLift session workflow

Sample Code

The GameLift code in this section follows the workflow illustrated in the preceding diagram and is separated into server-side code and client-side code. The code is enabled only when BUILD_GAMELIFT_SERVER and BUILD_GAMELIFT_CLIENT are defined.

Server-side Code

Use the following sample code as a guide when starting and hosting a GameLift server session.

Start GameLiftServerService

GridMate::GameLiftServerServiceDesc serviceDesc; serviceDesc.m_port = settings.m_serverPort; if (settings.m_logPath) { serviceDesc.m_logPaths.push_back(settings.m_logPath); } m_service = GridMate::StartGridMateService<GridMate::GameLiftServerService>(m_gridMate, serviceDesc);

Host a Session

carrierDesc.m_port = s_gameLiftSettings.m_serverPort; carrierDesc.m_driverIsFullPackets = false; carrierDesc.m_driverIsCrossPlatform = true; EBUS_EVENT_ID_RESULT(session, m_gridMate, GridMate::GameLiftServerServiceBus, HostSession, sp, carrierDesc);

Client-side Code

Use the following sample code as a guide when using the GameLift client service.

Start GameLiftClientService

GridMate::GameLiftClientServiceDesc serviceDesc; serviceDesc.m_accessKey = settings.m_accessKey; serviceDesc.m_secretKey = settings.m_secretKey; serviceDesc.m_fleetId = settings.m_fleetId; serviceDesc.m_endpoint = settings.m_endpoint; serviceDesc.m_region = settings.m_region; m_service = GridMate::StartGridMateService<GridMate::GameLiftClientService>(m_gridMate, serviceDesc);

Send GameLiftSessionRequest

GridMate::GameLiftSessionRequestParams reqParams; reqParams.m_instanceName = "TestSession"; reqParams.m_numPublicSlots = 16; reqParams.m_params[0].m_id = "param1"; reqParams.m_params[0].m_value = "value12"; reqParams.m_numParams = 1; m_sessionRequest = m_service->RequestSession(reqParams);

Search Active Sessions

EBUS_EVENT_ID_RESULT(m_search, m_gridMate, GridMate::GameLiftClientServiceBus, StartSearch, GridMate::GameLiftSearchParams());

Join a Session

GridMate::CarrierDesc carrierDesc; carrierDesc.m_port = 33435; carrierDesc.m_enableDisconnectDetection = true; carrierDesc.m_connectionTimeoutMS = 10000; carrierDesc.m_threadUpdateTimeMS = 30; const GridMate::GameLiftSearchInfo& gameliftSearchInfo = static_cast<const GridMate::GameLiftSearchInfo&>(*gridSearch->GetResult(0)); EBUS_EVENT_ID_RESULT(m_session,m_gridMate,GridMate::GameLiftClientServiceBus,JoinSessionBySearchInfo,gameliftSearchInfo,carrierDesc);

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