示例#1
0
        static async void Initialize()
        {
            try
            {
                GameserverSDK.Start();
                LoadConfig();

                GameserverSDK.RegisterShutdownCallback(() =>
                {
                    g_ServerProcess.Kill();
                });
            }
            catch
            {
                g_bIsRunningInComputeEnvironment = false;

                g_HttpClient = new HttpClient();
                g_HttpClient.DefaultRequestHeaders.Add("Authorization", strAuthHeader);

                // We're running in a dev environment, so lets dummy add our server
                RegisterAsDevelopmentServer();
            }

            LaunchServer();

            await g_IPC.Connect();

            if (g_bIsRunningInComputeEnvironment)
            {
                GameserverSDK.ReadyForPlayers();
                g_bServerAllocated = true;
                g_bPendingServerAllocationIPCMsg = true;
            }
        }
        private void Start()
        {
            //Retrieves the EntityToken
            GetEntityToken();

            // Get all the configuration values
            config = GameserverSDK.getConfigSettings();
            Debug.Log("[PlayFabServerInstance] Received PlayFab Config");
            connectionInfo = GameserverSDK.GetGameServerConnectionInfo();

            //Retrieve a particular configuration value
            if (config.TryGetValue(GameserverSDK.SessionCookieKey, out string sessionCookie))
            {
                //sessionCookie contains the value
            }

            _connectedPlayers = new List <Microsoft.Playfab.Gaming.GSDK.CSharp.ConnectedPlayer>();

            // This will add your log line the GSDK log file, alongside other information logged by the GSDK
            GameserverSDK.LogMessage("[PlayFabServerInstance] GameServer Starting");
            Debug.Log("[PlayFabServerInstance] GameServer Starting");

            // Alternatively, you can log your own files to the log directory
            string logFolder = GameserverSDK.GetLogsDirectory();

            // Call this while your game is initializing, it will start heartbeating to our agent and put the game server in an Initializing state
            GameserverSDK.Start();
            GameserverSDK.RegisterShutdownCallback(OnShutdown);
            GameserverSDK.RegisterMaintenanceCallback(OnMaintenanceScheduled);
            GameserverSDK.RegisterHealthCallback(IsHealthy);

            /* Add any other initializion code your game server needs before players can connect */
        }
示例#3
0
        // GSDK event handlers - we're setting them on the startup of the app
        public static void RegisterGSDKCallbacksAndStartGSDK()
        {
            // OnShutDown will be called when developer calls the ShutdDownMultiplayerServer API
            // https://docs.microsoft.com/en-us/rest/api/playfab/multiplayer/multiplayerserver/shutdownmultiplayerserver?view=playfab-rest
            GameserverSDK.RegisterShutdownCallback(OnShutdown);
            // This callback will be called on every heartbeat to check if your game is healthy. So it should return quickly
            GameserverSDK.RegisterHealthCallback(IsHealthy);
            // this callback will be called to notify us that Azure will perform maintenance on the VM
            // you can see more details about Azure VM maintenance here https://docs.microsoft.com/en-gb/azure/virtual-machines/maintenance-and-updates?toc=/azure/virtual-machines/windows/toc.json&bc=/azure/virtual-machines/windows/breadcrumb/toc.json
            GameserverSDK.RegisterMaintenanceCallback(OnMaintenanceScheduled);

            // Call this while your game is initializing; it will start sending a heartbeat to our agent
            // since our game server will transition to a standingBy state, we should call this when we're confident that our game server will not crash
            // here we're calling it just before we start our game server process - normally we would call it inside our game code
            GameserverSDK.Start();
        }
        public ChessBackEnd(PluginLoadData pluginLoadData) : base(pluginLoadData)
        {
            ClientManager.ClientConnected    += ClientConnected;
            ClientManager.ClientDisconnected += ClientDisconnected;

            GameserverSDK.RegisterShutdownCallback(OnShutdown);
            GameserverSDK.RegisterHealthCallback(OnHealthCheck);

            // Connect to PlayFab agent
            GameserverSDK.Start();
            if (GameserverSDK.ReadyForPlayers())
            {
                // returns true on allocation call, player about to connect
            }
            else
            {
                // returns false when server is being terminated
            }
        }
示例#5
0
        public NetworkManager(PluginLoadData pluginLoadData) : base(pluginLoadData)
        {
            GameserverSDK.Start();

            ClientManager.ClientConnected    += ClientConnected;
            ClientManager.ClientDisconnected += ClientDisconnected;

            GameserverSDK.RegisterShutdownCallback(OnShutdown);
            GameserverSDK.RegisterHealthCallback(OnHealthCheck);
            sessionIdAssigned = false;

            if (GameserverSDK.ReadyForPlayers())
            {
                // returns true on allocation call, player about to connect
            }
            else
            {
                // returns false when server is being terminated
            }
        }
示例#6
0
        static void Main(string[] args)
        {
            // GSDK Setup
            try
            {
                GameserverSDK.Start();
            }
            catch (Microsoft.Playfab.Gaming.GSDK.CSharp.GSDKInitializationException initEx)
            {
                LogMessage("Cannot start GSDK. Please make sure the MockAgent is running. ", false);
                LogMessage($"Got Exception: {initEx.ToString()}", false);
                return;
            }
            catch (Exception ex)
            {
                LogMessage($"Got Exception: {ex.ToString()}", false);
            }

            GameserverSDK.RegisterShutdownCallback(OnShutdown);
            GameserverSDK.RegisterHealthCallback(IsHealthy);
            GameserverSDK.RegisterMaintenanceCallback(OnMaintenanceScheduled);

            // Read our asset file
            if (File.Exists(AssetFilePath))
            {
                _assetFileText = File.ReadAllText(AssetFilePath);
            }

            IDictionary <string, string> initialConfig = GameserverSDK.getConfigSettings();

            // Start the http server
            if (initialConfig?.ContainsKey(ListeningPortKey) == true)
            {
                int    listeningPort = int.Parse(initialConfig[ListeningPortKey]);
                string address       = $"http://*:{listeningPort}/";
                _listener.Prefixes.Add(address);
                _listener.Start();
            }
            else
            {
                LogMessage($"Cannot find {ListeningPortKey} in GSDK Config Settings. Please make sure the MockAgent is running " +
                           $"and that the MultiplayerSettings.json file includes {ListeningPortKey} as a GamePort Name.");
                return;
            }

            // Load our game certificate if it was installed
            if (initialConfig?.ContainsKey(GameCertAlias) == true)
            {
                string    expectedThumbprint = initialConfig[GameCertAlias];
                X509Store store = new X509Store(StoreName.My, StoreLocation.LocalMachine);
                store.Open(OpenFlags.ReadOnly);
                X509Certificate2Collection certificateCollection = store.Certificates.Find(X509FindType.FindByThumbprint, expectedThumbprint, false);

                if (certificateCollection.Count > 0)
                {
                    _installedCertThumbprint = certificateCollection[0].Thumbprint;
                }
                else
                {
                    LogMessage("Could not find installed game cert in LocalMachine\\My. Expected thumbprint is: " + expectedThumbprint);
                }
            }
            else
            {
                LogMessage("Config did not contain cert! Config is: " + string.Join(";", initialConfig.Select(x => x.Key + "=" + x.Value)));
            }

            Thread t = new Thread(ProcessRequests);

            t.Start();

            if (GameserverSDK.ReadyForPlayers())
            {
                _isActivated = true;

                // After allocation, we can grab the session cookie from the config
                IDictionary <string, string> activeConfig = GameserverSDK.getConfigSettings();

                if (activeConfig.TryGetValue(GameserverSDK.SessionCookieKey, out string sessionCookie))
                {
                    LogMessage($"The session cookie from the allocation call is: {sessionCookie}");
                }
            }
            else
            {
                // No allocation happened, the server is getting terminated (likely because there are too many already in standing by)
                LogMessage("Server is getting terminated.");
            }
        }
示例#7
0
文件: Program.cs 项目: PlayFab/gsdk
        static void Main(string[] args)
        {
            // Test startup
            GameserverSDK.Start();

            GameserverSDK.RegisterShutdownCallback(() => Console.WriteLine("Server is shutting me down!!!!!"));
            GameserverSDK.RegisterHealthCallback(getIsHealthy);
            GameserverSDK.RegisterMaintenanceCallback(maintenanceScheduled);

            // Test grabbing config
            Console.WriteLine("Config before Active.");
            foreach (var config in GameserverSDK.getConfigSettings())
            {
                Console.WriteLine($"{config.Key}: {config.Value}");
            }

            if (GameserverSDK.ReadyForPlayers())
            {
                IList <string> initialPlayers = GameserverSDK.GetInitialPlayers();
                Console.WriteLine("Initial Players: " + string.Join(",", initialPlayers));

                List <ConnectedPlayer> players = new List <ConnectedPlayer>()
                {
                    new ConnectedPlayer("player1"),
                    new ConnectedPlayer("player2")
                };
                GameserverSDK.UpdateConnectedPlayers(players);

                Console.WriteLine("Config after Active.");
                foreach (var config in GameserverSDK.getConfigSettings())
                {
                    Console.WriteLine($"{config.Key}: {config.Value}");
                }

                // Print a rainbow
                int size = 13;
                for (int i = 0; i < 5; i++)
                {
                    String edge   = new String(new char[size]).Replace('\0', ' ');
                    String middle = new String(new char[2 * i]).Replace('\0', ' ');
                    Console.WriteLine(edge + "====" + middle + "=====" + edge);
                    size--;
                }

                for (int i = 0; i < 4; i++)
                {
                    String edge   = new String(new char[size]).Replace('\0', ' ');
                    String middle = new String(new char[10]).Replace('\0', ' ');
                    Console.WriteLine(edge + "====" + middle + "=====" + edge);
                }

                // Leave running a bit more to see the heartbeats
                for (int i = 0; i < 10; i++)
                {
                    Console.WriteLine("...");
                    System.Threading.Thread.Sleep(1000);
                }
            }
            else
            {
                Console.WriteLine("Did not activate, instead shutting down...");
            }

            Console.WriteLine("Press enter to exit.");
            Console.ReadKey();
        }
示例#8
0
        static void Main(string[] args)
        {
            try
            {
                if (args != null && args.Length > 0)
                {
                    _cmdArgs = string.Join(" ", args);
                }

                GameserverSDK.Start(true);
                GameserverSDK.RegisterShutdownCallback(OnShutdown);
                GameserverSDK.RegisterHealthCallback(GetGameHealth);
                GameserverSDK.RegisterMaintenanceCallback(OnMaintenanceScheduled);

                IDictionary <string, string> gsdkConfiguration = GameserverSDK.getConfigSettings();
                if (gsdkConfiguration.TryGetValue("RealPort", out string listeningPortString))
                {
                    _listeningPort = int.Parse(listeningPortString);
                }

                string address = $"http://*:{_listeningPort}/";
                _listener.Prefixes.Add(address);
                _listener.Start();

                string applicationDirectory = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
                if (File.Exists(Path.Combine(applicationDirectory, AssetFilePath)))
                {
                    _assetFileText = File.ReadAllText(Path.Combine(applicationDirectory, AssetFilePath));
                }

                // See if we have a configured timeout in the App.config, this was
                // used in our initial round of stress tests to make sure sessions ended
                string timeoutstr = ConfigurationManager.AppSettings.Get(SessionTimeoutInSecondsName);
                if (!string.IsNullOrEmpty(timeoutstr))
                {
                    // failure to convert is intentionally unhandled
                    long timeoutint = Convert.ToInt64(timeoutstr.Trim());

                    _sessionTimeoutTimestamp = DateTimeOffset.Now.AddSeconds(timeoutint);
                }

                IDictionary <string, string> initialConfig = GameserverSDK.getConfigSettings();
                if (initialConfig?.ContainsKey("winRunnerTestCert") == true)
                {
                    string    expectedThumbprint = initialConfig["winRunnerTestCert"];
                    X509Store store = new X509Store(StoreName.My, StoreLocation.LocalMachine);
                    store.Open(OpenFlags.ReadOnly);
                    X509Certificate2Collection certificateCollection = store.Certificates.Find(X509FindType.FindByThumbprint, expectedThumbprint, false);

                    if (certificateCollection.Count > 0)
                    {
                        _installedCertThumbprint = certificateCollection[0].Thumbprint;
                    }
                    else
                    {
                        LogMessage("Could not find installed game cert in LocalMachine\\My. Expected thumbprint is: " + expectedThumbprint);
                    }
                }
                else
                {
                    LogMessage("Config did not contain cert! Config is: " + string.Join(";", initialConfig.Select(x => x.Key + "=" + x.Value)));
                }

                Thread t = new Thread(ProcessRequests);
                t.Start();


                string titleId = initialConfig[GameserverSDK.TitleIdKey];
                string buildId = initialConfig[GameserverSDK.BuildIdKey];
                string region  = initialConfig[GameserverSDK.RegionKey];

                LogMessage($"Processing requests for title:{titleId} build:{buildId} in region {region}");

                GameserverSDK.ReadyForPlayers();
                _isActivated = true;

                initialConfig = GameserverSDK.getConfigSettings();

                LogMessage("Config Settings");
                foreach (KeyValuePair <string, string> configTuple in initialConfig)
                {
                    LogMessage($"\t{configTuple.Key}={configTuple.Value}");
                }

                SessionCookie sessionCookie = new SessionCookie();

                if (initialConfig.TryGetValue(GameserverSDK.SessionCookieKey, out string sessionCookieStr))
                {
                    try
                    {
                        if (sessionCookieStr.StartsWith(TimeoutSessionCookiePrefix,
                                                        StringComparison.InvariantCultureIgnoreCase))
                        {
                            if (long.TryParse(sessionCookieStr.Substring(TimeoutSessionCookiePrefix.Length),
                                              out long timeoutSecs))
                            {
                                sessionCookie.TimeoutSecs = timeoutSecs;
                            }
                        }
                        else
                        {
                            sessionCookie = JsonConvert.DeserializeObject <SessionCookie>(sessionCookieStr);
                        }
                    }
                    catch (Exception e)
                    {
                        LogMessage(e.ToString());
                    }
                }

                // If a secret key was specified
                // try to get the title data for this title
                string secretKey = ConfigurationManager.AppSettings.Get(DeveloperSecretKeyName);
                if (!string.IsNullOrWhiteSpace(secretKey))
                {
                    LogMessage("Getting title data");
                    GetTitleData(titleId, secretKey).Wait();
                }
                else
                {
                    LogMessage("Secret Key not specified in app.config. Skipping retrieval of title config");
                }

                // If the session cookie contained a timeout. Shutdown at this time.
                // this overrides whatever may have been set in the App config above
                // We use it for stress testing to make sessions end at random times.
                EnforceTimeout(sessionCookie);
            }
            catch (Exception e)
            {
                LogMessage(e.Message);
                throw;
            }
        }