public void TerminateGameSession(bool processEnding)
    {
        if (GameLiftRequestedTermination)
        {
            // don't terminate game session if gamelift initiated process termination, just exit.
            Environment.Exit(0);
        }

        try
        {
            var outcome = GameLiftServerAPI.TerminateGameSession();
            if (outcome.Success)
            {
                Debug.Log(":) GAME SESSION TERMINATED");
                if (processEnding)
                {
                    ProcessEnding();
                }
                else
                {
                    ProcessReady();
                }
            }
            else
            {
                Debug.Log(":( GAME SESSION TERMINATION FAILED. TerminateGameSession() returned " + outcome.Error.ToString());
            }
        }
        catch (Exception e)
        {
            Debug.Log(":( GAME SESSION TERMINATION FAILED. TerminateGameSession() exception " + Environment.NewLine + e.Message);
        }
    }
Example #2
0
        static void Main(string[] args)
        {
            Console.WriteLine("Starting the server at port: " + PORT);
            GenericOutcome outcome = GameLiftServerAPI.InitSDK();

            if (outcome.Success)
            {
                /*
                 * short[] messageTypes = {
                 *  MsgType.Connect, MsgType.Disconnect, Messages.ACCEPT_PLAYER_SESSION, Messages.START_LOCAL_GAME,
                 *  Messages.START_GAME, Messages.SUBMIT_COMMANDS, Messages.END_GAME,
                 * };
                 * Util.ToList(messageTypes).ForEach(messageType => NetworkServer.RegisterHandler(messageType, GetHandler(messageType)));
                 */
                UdpClient udpClient = new UdpClient(PORT);
                udpClient.BeginReceive(DataReceived, udpClient);
                LogParameters paths = new LogParameters();
                paths.LogPaths.Add("C:\\Game\\logs");
                GameLiftServerAPI.ProcessReady(new ProcessParameters(
                                                   OnGameSession,
                                                   OnProcessTerminate,
                                                   OnHealthCheck,
                                                   PORT,
                                                   paths
                                                   ));
                Console.WriteLine("Listening on: " + PORT);
                Console.ReadKey();
            }
            else
            {
                Console.WriteLine(outcome);
            }
        }
    public void DisconnectPlayer(int playerIdx)
    {
        // if player slots never re-open, just skip this entire thing.
        try
        {
            string playerSessionId = playerSessions[playerIdx];
            try
            {
                var outcome = GameLiftServerAPI.RemovePlayerSession(playerSessionId);
                if (outcome.Success)
                {
                    Debug.Log(":) PLAYER SESSION REMOVED");
                }
                else
                {
                    Debug.Log(":( PLAYER SESSION REMOVE FAILED. RemovePlayerSession() returned " + outcome.Error.ToString());
                }
            }
            catch (Exception e)
            {
                Debug.Log(":( PLAYER SESSION REMOVE FAILED. RemovePlayerSession() exception " + Environment.NewLine + e.Message);
                throw;
            }

            playerSessions.Remove(playerIdx);
        }
        catch (KeyNotFoundException e)
        {
            Debug.Log(":( INVALID PLAYER SESSION. Exception " + Environment.NewLine + e.Message);
            throw; // should never happen
        }
    }
    private void SetupServerAndGamelift()
    {
        // start the unet server

        //todo commented by dan
        //networkPort = LISTEN_PORT;
        //StartServer();
        //print($"Server listening on port {networkPort}");

        // initialize GameLift
        print("Starting GameLift initialization.");
        var initSDKOutcome = GameLiftServerAPI.InitSDK();

        if (initSDKOutcome.Success)
        {
            isGameliftServer = true;
            var processParams = new ProcessParameters(
                (gameSession) =>
            {
                // onStartGameSession callback
                GameLiftServerAPI.ActivateGameSession();
                // quit if no player joined within two minutes
                timer.Elapsed  += this.CheckPlayersJoined;
                timer.AutoReset = false;
                timer.Start();
            },
                (updateGameSession) =>
            {
            },
                () =>
            {
                // onProcessTerminate callback
                TerminateSession();
            },
                () =>
            {
                // healthCheck callback
                return(true);
            },
                LISTEN_PORT,
                new LogParameters(new List <string>()
            {
                "/local/game/logs/myserver.log"
            })
                );
            var processReadyOutcome = GameLiftServerAPI.ProcessReady(processParams);
            if (processReadyOutcome.Success)
            {
                print("GameLift process ready.");
            }
            else
            {
                print($"GameLift: Process ready failure - {processReadyOutcome.Error.ToString()}.");
            }
        }
        else
        {
            print($"GameLift: InitSDK failure - {initSDKOutcome.Error.ToString()}.");
        }
    }
Example #5
0
 public override void Disconnected(BoltConnection connection)
 {
     if (BoltNetwork.IsServer)
     {
         GameLiftServerAPI.RemovePlayerSession((string)connection.UserData);
     }
 }
    //This is an example of a simple integration with GameLift server SDK that makes game server
    //processes go active on Amazon GameLift
    public void Start()
    {
        //InitSDK establishes a local connection with the Amazon GameLift agent to enable
        //further communication.
        var initSDKOutcome = GameLiftServerAPI.InitSDK();

        if (initSDKOutcome.Success)
        {
            ProcessParameters processParameters = new ProcessParameters(
                (gameSession) => {
                //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()
                GameLiftServerAPI.ActivateGameSession();
            },
                () => {
                //OnProcessTerminate callback. GameLift invokes 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 GameLift we are indeed going to shut down.
                GameLiftServerAPI.ProcessEnding();
            },
                () => {
                //This is the HealthCheck callback.
                //GameLift invokes 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.
                //GameLift will default to 'false' if the game server doesn't respond in time.
                //In this case, we're always healthy!
                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. Active game
                //that are on the same instance must have unique ports.
                listeningPort,
                new LogParameters(new List <string>()
            {
                //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.
                "/local/game/logs/myserver.log"
            }));

            //Calling ProcessReady tells GameLift this game server is ready to receive incoming game sessions!
            var processReadyOutcome = GameLiftServerAPI.ProcessReady(processParameters);
            if (processReadyOutcome.Success)
            {
                print("ProcessReady success.");
            }
            else
            {
                print("ProcessReady failure : " + processReadyOutcome.Error.ToString());
            }
        }
        else
        {
            print("InitSDK failure : " + initSDKOutcome.Error.ToString());
        }
    }
 // Ends the game session for all and disconnects the players
 public void TerminateGameSession()
 {
     System.Console.WriteLine("Terminating Game Session");
     GameObject.FindObjectOfType <Server>().DisconnectAll();
     GameLiftServerAPI.TerminateGameSession();
     this.gameStarted = false;
 }
Example #8
0
        private void OnDisconnectedEvent(NetPeer peer, DisconnectInfo info)
        {
            var pid = _playerEndPoints.Get(peer.EndPoint);

            if (!string.IsNullOrEmpty(pid))
            {
                GameLiftServerAPI.RemovePlayerSession(pid);
                _logger.InfoFormat("remove player session: {0}", pid);
                _playerEndPoints.Delete(peer.EndPoint);
            }

            _peerList.Delete(peer.EndPoint);
            Console.WriteLine("disconnected: {0}, {1}", peer.EndPoint, info.Reason);
            if (!_peerList.IsEmpty())
            {
                var json = CreateAdminMessage($"[{peer.EndPoint}]さんが抜けました").Serialize();
                var w    = new NetDataWriter();
                _peerList.ForEach(p =>
                {
                    w.Reset();
                    w.Put(json);
                    p.Send(w, DeliveryMethod.ReliableOrdered);
                });
                return;
            }

            // 全員セッションから抜けたら終了する
            GameLiftServerAPI.TerminateGameSession();
            _logger.InfoFormat("terminate game session: {0}", _session.GameSessionId);
        }
        // Called from MLAPI on client disconnect
        // Called on MLAPI connection exception
        public void DisconnectPlayer(ulong clientId)
        {
            // if player slots never re-open, just skip this entire thing.
            try {
                var playerSessionId = playerSessions[clientId];
                try {
                    //Notifies the GameLift service that a player with the specified player session ID has disconnected
                    //from the server process. In response, GameLift changes the player slot to available,
                    //which allows it to be assigned to a new player.
                    var outcome = GameLiftServerAPI.RemovePlayerSession(playerSessionId);
                    GameLiftServerAPI.ProcessEnding(); // For now, killing game session on player leaving.
                    Debug.Log(outcome.Success
            ? ":) PLAYER SESSION REMOVED"
            : $":( PLAYER SESSION REMOVE FAILED. RemovePlayerSession() returned {outcome.Error}");
                }
                catch (Exception e) {
                    Debug.Log($":( PLAYER SESSION REMOVE FAILED. RemovePlayerSession() exception\n{e.Message}");
                    throw;
                }

                playerSessions.Remove(clientId);
            }
            catch (KeyNotFoundException e) {
                Debug.Log($":( INVALID PLAYER SESSION. Exception \n{e.Message}");
                throw; // should never happen
            }
        }
        private void ProcessReady()
        {
            //Set the port that your game service is listening on for incoming player connections
            //In this example, the port is hardcoded for simplicity. Active games
            //that are on the same instance must have unique ports.
            const int listeningPort = 7777; // TODO: port picking logic?

            //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.
            // must be different for each server if multiple servers on instance
            var logParameters = new LogParameters(new List <string> {
                "/local/game/myserver.log"
            });

            var processParameters = new ProcessParameters(
                OnStartGameSession,
                OnProcessTerminate,
                OnHealthCheckDelegate,
                listeningPort,
                logParameters);

            //Notifies the GameLift service that the server process is ready to host game sessions.
            //Call this method after successfully invoking InitSDK() and completing setup tasks that are required
            //before the server process can host a game session. This method should be called only once per process.
            //Calling ProcessReady tells GameLift this game server is ready to receive incoming game sessions!
            var processReadyOutcome = GameLiftServerAPI.ProcessReady(processParameters);

            Debug.Log(processReadyOutcome.Success
        ? "ProcessReady success."
        : $"ProcessReady failure : {processReadyOutcome.Error}");
        }
        private void InitializeServerProcess(int listeningPort)
        {
            //InitSDK will establish a local connection with GameLift's agent to enable further communication.
            var initSDKOutcome = GameLiftServerAPI.InitSDK();

            if (initSDKOutcome.Success)
            {
                ProcessParameters processParameters = new ProcessParameters(
                    (gameSession) => {
                    //When a game session is created, GameLift 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()
                    GameLiftServerAPI.ActivateGameSession();
                },
                    (updateGameSession) => {
                    //When a game session is updated (e.g. by FlexMatch backfill), GameLiftsends a request to the game
                    //server containing the updated game session object.  The game server can then examine the provided
                    //matchmakerData and handle new incoming players appropriately.
                    //updateReason is the reason this update is being supplied.
                },
                    () => {
                    //OnProcessTerminate callback. GameLift 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 GameLift we are indeed going to shutdown.
                    GameLiftServerAPI.ProcessEnding();
                },
                    () => {
                    //This is the HealthCheck callback.
                    //GameLift 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. GameLift will default to 'false' if the game server doesn't respond in time.
                    //In this case, we're always healthy!
                    return(true);
                },
                    listeningPort, //This game server tells GameLift that it will listen on port 7777 for incoming player connections.
                    new LogParameters(new List <string>()
                {
                    //Here, the game server tells GameLift what set of files to upload when the game session ends.
                    //GameLift will upload everything specified here for the developers to fetch later.
                    "/local/game/logs/myserver.log"
                }));

                //Calling ProcessReady tells GameLift this game server is ready to receive incoming game sessions!
                var processReadyOutcome = GameLiftServerAPI.ProcessReady(processParameters);
                if (processReadyOutcome.Success)
                {
                    print("ProcessReady success.");
                }
                else
                {
                    print("ProcessReady failure : " + processReadyOutcome.Error.ToString());
                }
            }
            else
            {
                print("InitSDK failure : " + initSDKOutcome.Error.ToString());
            }
        }
 private void OnApplicationQuit()
 {
     if (isHeadlessServer)
     {
         TerminateSession();
         GameLiftServerAPI.Destroy();
     }
 }
    void Start()
    {
        LogOutcome("init", GameLiftServerAPI.InitSDK());
        var logParams  = new LogParameters(new List <string>());
        var parameters = new ProcessParameters(OnStartGameSession, OnUpdateGameSession, OnProcessTerminated, OnHealthCheck, 1900, logParams);

        LogOutcome("ready", GameLiftServerAPI.ProcessReady(parameters));
    }
Example #14
0
 void OnGameSession(GameSession gameSession)
 {
     // When a game session is created, GameLift 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()
     Debug.Log("ActivateGameSession");
     GameLiftServerAPI.ActivateGameSession();
 }
Example #15
0
        void OnProcessTerminate()
        {
            // game-specific tasks required to gracefully shut down a game session,
            // such as notifying players, preserving game state data, and other cleanup
            var ProcessEndingOutcome = GameLiftServerAPI.ProcessEnding();

            GameLiftServerAPI.Destroy();
            this.running = false;
        }
Example #16
0
        public int Run()
        {
            _logger.Info("call InitSDK");
            var init = new GenericOutcome {
                Success = false
            };

            for (var i = 0; i < 10; i++)
            {
                init = GameLiftServerAPI.InitSDK();
                if (init.Success)
                {
                    break;
                }

                _logger.ErrorFormat("init error: {0}", init.Error);
                Thread.Sleep(1000 * i + 1);
            }

            if (!init.Success)
            {
                _logger.ErrorFormat("cannot initialize GameLift Server SDK");
                return(1);
            }

            _logger.Info("initialize GameLift Server SDK");

            var server = ListenServer();

            if (!server.IsRunning)
            {
                _logger.ErrorFormat("cannot launch server");
                return(2);
            }

            var listenPort = server.LocalPort;

            _logger.InfoFormat("listen on: {0}", listenPort);
            GlobalContext.Properties["ListenPort"] = listenPort;

            if (!ProcessReady(listenPort, out var err))
            {
                _logger.ErrorFormat("cannot ready to process: {0}", err);
                return(3);
            }

            while (_isRunning)
            {
                server.PollEvents();
                Thread.Sleep(15);
            }

            _logger.InfoFormat("process ending: {0}", listenPort);
            ProcessEnding();
            server.Stop();
            return(0);
        }
Example #17
0
    public bool GameLiftStart(int listenPort)
    {
        //Debug.Log("GameLift Start with Port:" + listenPort);
        LogModule.WriteToLogFile("[GameLift] GameLift Start with Port:" + listenPort);
        var initSDKOutcome = GameLiftServerAPI.InitSDK();

        if (initSDKOutcome.Success)
        {
            ProcessParameters processParameters = new ProcessParameters(
                (gameSession) =>
            {
                //OnStartGameSession Callback
                LogModule.WriteToLogFile("[GameLift] OnStartGameSession with Parameter=" + gameSession);
                GameLiftServerAPI.ActivateGameSession();
            },
                (gameSession) =>
            {
                //OnUpdateGameSession Callback
                //You can implement custom Match update logics using Backfill Ticket, UpdateReason, GameSession data.
                LogModule.WriteToLogFile("[GameLift] OnUpdateGameSession with Backfill Ticket=" + gameSession.BackfillTicketId + ", UpdateReason=" + gameSession.UpdateReason);
            },
                () =>
            {
                //OnProcessTerminate Callback
                LogModule.WriteToLogFile("[GameLift] ProcessEnding");
                GameLiftServerAPI.ProcessEnding();
            },
                () =>
            {
                //OnHealthCheck Callback
                return(true);
            },
                listenPort,
                new LogParameters(new List <string>()
            {
                "./local/game/logs/myserver.log"
                //"C:\\game\\myserver.log"
            }
                                  ));
            var processReadyOutcome = GameLiftServerAPI.ProcessReady(processParameters);
            if (processReadyOutcome.Success)
            {
                LogModule.WriteToLogFile("[GameLift] ProcessReady Success");
                return(true);
            }
            else
            {
                LogModule.WriteToLogFile("[GameLift] ProcessReady Failure : " + processReadyOutcome.Error.ToString());
                return(false);
            }
        }
        else
        {
            LogModule.WriteToLogFile("[GameLift] InitSDK failure : " + initSDKOutcome.Error.ToString());
            return(false);
        }
    }
 private void OnProcessTerminate()
 {
     //OnProcessTerminate callback. GameLift invokes 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 GameLift we are indeed going to shut down.
     Debug.Log(":| GAMELIFT PROCESS TERMINATION REQUESTED (OK BYE)");
     GameLiftServerAPI.ProcessEnding();
 }
 private void HandlePlayerExit(string playerSessionId, int remaining)
 {
     LogOutcome("player term", GameLiftServerAPI.RemovePlayerSession(playerSessionId));
     if (remaining == 0)
     {
         LogOutcome("game term", GameLiftServerAPI.TerminateGameSession());
         LogOutcome("ending", GameLiftServerAPI.ProcessEnding());
         Application.Quit(0);
     }
 }
Example #20
0
        private static void OnAcceptPlayerSession() // (NetworkMessage netMsg)
        {
            // Messages.AcceptPlayerSessionMessage msg = netMsg.ReadMessage<Messages.AcceptPlayerSessionMessage>();
            GenericOutcome outcome = GameLiftServerAPI.AcceptPlayerSession(""); // msg.playerSessionId);

            if (!outcome.Success)
            {
                log.Error(outcome);
                return;
            }
        }
Example #21
0
        private static void OnGameSession(GameSession gameSession)
        {
            log.ConfigureNewGame(gameSession.GameSessionId);
            appgame = new Game();
            string boardFile = "8 5\nA W W W W W W a\nB W W W W W W b\nW P W W W W p W\nC W W W W W W c\nD W W W W W W d";

            appgame.board         = new Map(boardFile);
            appgame.gameSessionId = gameSession.GameSessionId;
            gameSessionId         = gameSession.GameSessionId;
            GameLiftServerAPI.ActivateGameSession();
        }
Example #22
0
    private void SetupServerAndGamelift()
    {
        // start the unet server
        networkPort = LISTEN_PORT;
        StartServer();
        print($"Server listening on port {networkPort}");

        // initialize GameLift
        print("Starting GameLift initialization.");
        var initSDKOutcome = GameLiftServerAPI.InitSDK();

        if (initSDKOutcome.Success)
        {
            isGameliftServer = true;
            var processParams = new ProcessParameters(
                (gameSession) =>
            {
                // onStartGameSession callback
                GameLiftServerAPI.ActivateGameSession();
            },
                (updateGameSession) =>
            {
            },
                () =>
            {
                // onProcessTerminate callback
                GameLiftServerAPI.ProcessEnding();
            },
                () =>
            {
                // healthCheck callback
                return(true);
            },
                LISTEN_PORT,
                new LogParameters(new List <string>()
            {
                "/local/game/logs/myserver.log"
            })
                );
            var processReadyOutcome = GameLiftServerAPI.ProcessReady(processParams);
            if (processReadyOutcome.Success)
            {
                print("GameLift process ready.");
            }
            else
            {
                print($"GameLift: Process ready failure - {processReadyOutcome.Error.ToString()}.");
            }
        }
        else
        {
            print($"GameLift: InitSDK failure - {initSDKOutcome.Error.ToString()}.");
        }
    }
Example #23
0
    // This is an example of a simple integration with GameLift server SDK that will make game server processes go active on GameLift!
    public void Start()
    {
        //InitSDK will establish a local connection with GameLift's agent to enable further communication.
        var initSDKOutcome = GameLiftServerAPI.InitSDK();

        _tcpServerPort = UnityEngine.Random.Range(7000, 8000);
        Debug.Log("TCP Port: " + _tcpServerPort);

        if (initSDKOutcome.Success)
        {
            ProcessParameters processParameters = new ProcessParameters(
                this.OnGameSession,
                this.OnGameSessionUpdate,
                this.OnProcessTerminate,
                this.OnHealthCheck,
                _tcpServerPort, // This game server tells GameLift the port it will listen on for incoming player connections.
                new LogParameters(new List <string>()
            {
                // Here, the game server tells GameLift what set of files to upload when the game session ends.
                // GameLift will upload everything specified here for the developers to fetch later.

                // When -isProd is NOT set, use a path relevant for local testing
                Startup.IsArgFlagPresent("-isProd") ? "/local/game/logs/server.log" : "~/Library/Logs/Unity/server.log"
            }
                                  ));

            // Calling ProcessReady tells GameLift this game server is ready to receive incoming game sessions!
            var processReadyOutcome = GameLiftServerAPI.ProcessReady(processParameters);
            if (processReadyOutcome.Success)
            {
                print("ProcessReady success.");

                _server = GetComponent <BADNetworkServer>();

                if (_server != null)
                {
                    Debug.Log("BADNetworkServer is good.");
                    _server.StartTCPServer(_tcpServerPort);
                }
                else
                {
                    Debug.Log("BADNetworkServer is null.");
                }
            }
            else
            {
                print("ProcessReady failure : " + processReadyOutcome.Error.ToString());
            }
        }
        else
        {
            print("InitSDK failure : " + initSDKOutcome.Error.ToString());
        }
    }
 // should be called when the server determines the game is over
 // and needs to signal Gamelift to terminate this instance
 public void TerminateSession()
 {
     Debug.Log("** TerminateSession Requested **");
     if (isGameliftServer)
     {
         GameLiftServerAPI.TerminateGameSession();
         GameLiftServerAPI.ProcessEnding();
     }
     Debug.Log("** Process Exit **");
     Application.Quit();
 }
Example #25
0
    public void Start()
    {
        // Use command line port if possible, otherwise use default (hard coded port)
        string[] args = System.Environment.GetCommandLineArgs();
        for (int i = 0; i < args.Length - 1; i++)
        {
            int value = 0;
            if (args[i] != "-port")
            {
                continue;
            }

            if (!int.TryParse(args[i + 1], out value))
            {
                continue;
            }

            if (value < 1000 || value >= 65536)
            {
                continue;
            }

            port = value;
            Debug.Log(":) LISTEN PORT " + port + " FOUND ON COMMAND LINE");
            break;
        }

        string sdkVersion = GameLiftServerAPI.GetSdkVersion().Result;

        Debug.Log(":) SDK VERSION: " + sdkVersion);
        try
        {
            var initOutcome = GameLiftServerAPI.InitSDK();
            if (initOutcome.Success)
            {
                Debug.Log(":) SERVER IS IN A GAMELIFT FLEET");
                ProcessReady();
            }
            else
            {
                if (gl != null)
                {
                    gl.gameliftStatus = false;
                }
                Debug.Log(":( SERVER NOT IN A FLEET. GameLiftServerAPI.InitSDK() returned " + Environment.NewLine + initOutcome.Error.ErrorMessage);
            }
        }
        catch (Exception e)
        {
            Debug.Log(":( SERVER NOT IN A FLEET. GameLiftServerAPI.InitSDK() exception " + Environment.NewLine + e.Message);
        }
    }
    private async void ActivateSession(GameSession gameSession)
    {
        try {
            Debug.Log("server start game session: " + gameSession.GameSessionId);
            server = new DemoServer();
            await server.StartNetworked(AcceptPlayer, HandlePlayerExit, this, settings);

            LogOutcome("activate", GameLiftServerAPI.ActivateGameSession());
        } catch (Exception e) {
            Debug.LogError("Exception on server update");
            Debug.LogError(e);
        }
    }
Example #27
0
    public void EndProcess()
    {
        var processEndingOutcome = GameLiftServerAPI.ProcessEnding();

        if (processEndingOutcome.Success)
        {
            LogModule.WriteToLogFile("[GameLift] End GameLift Server Process");
        }
        else
        {
            LogModule.WriteToLogFile("[GameLift] Process Ending Failed. Result : " + processEndingOutcome.Error.ToString());
        }
    }
Example #28
0
    public void RemovePlayer(string playerSessionId)
    {
        var removePlayerSessionOutcome = GameLiftServerAPI.RemovePlayerSession(playerSessionId);

        if (removePlayerSessionOutcome.Success)
        {
            LogModule.WriteToLogFile("[GameLift] Remove Player Session Success : " + playerSessionId);
        }
        else
        {
            LogModule.WriteToLogFile("[GameLift] Remove Player Session Failed. Result : " + removePlayerSessionOutcome.Error.ToString());
        }
    }
Example #29
0
    void OnApplicationQuit()
    {
        if (started == true)
        {
            GameLiftServerAPI.Destroy();
        }

        //Make sure to call GameLiftServerAPI.Destroy() when the application quits.
        //This resets the local connection with GameLift's agent.
        //bool headless = IsHeadlessMode();
        //if (headless == true || StartEvenIfNotHeadless)
        //{
        //     GameLiftServerAPI.Destroy();
        // }
    }
Example #30
0
    public bool AcceptPlayer(string playerSessionId)
    {
        var acceptPlayerSessionOutcome = GameLiftServerAPI.AcceptPlayerSession(playerSessionId);

        if (acceptPlayerSessionOutcome.Success)
        {
            LogModule.WriteToLogFile("[GameLift] Player Session Validated");
            return(true);
        }
        else
        {
            LogModule.WriteToLogFile("[GameLift] Player Session Rejected. AcceptPlayerSession Result : " + acceptPlayerSessionOutcome.Error.ToString());
            return(false);
        }
    }