nielslanting / UnrealAgonesSDK

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Agones Unreal SDK

Agones is a multilayer dedicated game server scaling and orchestration platform that can run anywhere Kubernetes can run.

This is a SDK inspired by the REST API to the Agones sidecars that allows engineers to talk to the sidecar from either C++ or Blueprints.

Getting Started

The Agones Unreal SDK can either be used from C++ or from Blueprints.

Getting the Code

Easiest way to get this code is to clone the repository and drop the entire plugin folder into your own Plugins folder. This runs the plugin as a Project plugin rather than an engine plugin.

We could however turn this into a marketplace plugin that can be retrived from the marketplace directly into the UE4 editor.

Health Calls

Using C++

  • Add Plugin (in your own .uplugin file)
  "Plugins": [
    {
      "Enabled": true,
      "Name": "Agones"
    }
  ],
  • Add Plugin (in your own *.Build.cs)
PublicDependencyModuleNames.AddRange(
    new[]
    {
        "Agones",
    });
  • Add component in header
#include "AgonesComponent.h"

UPROPERTY(EditAnywhere, BlueprintReadWrite)
UAgonesComponent* AgonesSDK;
  • Initialize component in GameMode
#include "AgonesComponent.h"
#include "Classes.h"

ATestGameMode::ATestGameMode()
{
	AgonesSDK = CreateDefaultSubobject<UAgonesComponent>(TEXT("AgonesSDK"));
}
  • Use the Agones component to call PlayerReady
void APlatformGameSession::PostLogin(APlayerController* NewPlayer)
{
  // Empty brances are for callbacks on success and errror.
  AgonesSDK->PlayerConnect("netspeak-player", {}, {});
}

Using Blueprints

  • Add Component to your Blueprint GameMode component

  • This will automatically call /health every 10 seconds and once /gameserver calls are succesful it will call /ready.

  • Accessing other functionality of Agones can be done via adding a node in Blueprints. actions

SDK Functionality

Additional methods have been added for ease of use (both of which are enabled by default):

  • Connect
    • will call /gameserver till a succesful response is returned and then call /ready.
    • disabled by setting bDisableAutoConnect to true.
    • An event is broadcast with the GameServer data once the /gameserver call succeeds.
  • Health
    • calls /health endpoint on supplied rate
    • enabled by default with 10 second rate
    • disabled by default by setting HealthRateSeconds to 0.

Both of the above are automatically kicked off in the BeginPlay of the component.

This Agones SDK wraps the REST API and supports the following actions:

Stable

  • Lifecycle
    • Ready
    • Health
    • Reserve
    • Allocate
    • Shutdown
  • Configuration
    • GameServer
  • Metadata
    • SetAnnotation
    • SetLabel

Alpha

  • Player Tracking
    • GetConnectedPlayers
    • GetPlayerCapacity
    • GetPlayerCount
    • IsPlayerConnected
    • PlayerConnect
    • PlayerDisconnect
    • SetPlayerCapacity

Unimplemented

  • WatchGameServer

Current the only missing functionality is the WatchGameServer functionality. We welcome collaborators to help implement this, if people need it before we get around to implementing it ourselves.

Unreal Hooks

Within the Unreal GameMode and GameSession exist a number of useful existing funtions that can be used to fit in with making calls out to Agones.

A few examples are:

  • RegisterServer to call SetLabel, SetPlayerCapacity
  • PostLogin to call PlayerConnect
  • NotifyLogout to call PlayerDisconnect

Alternative Implementations

There is an existing Agones Unreal SDK within the Agones GitHub repository.

We made the decision to move away from this due to:

  • unfamiliar plugin architecture
  • lack of blueprint support
  • incomplete SDK implementation
  • use of ticks over timer delegates

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