게임 서버에 PlayFab 게임 서버 SDK(GSDK) 통합
개요
PlayFab 게임 서버 SDK(GSDK)는 C++, C#, 및 Java 버전으로 제공됩니다. GSDK는 게임 서버를 VM에 설치된 PlayFab 에이전트에 연결합니다. 이 에이전트는 PlayFab 멀티 플레이어 플랫폼과의 핵심 서버 상호 작용을 촉진합니다.
기본 통합
게임 서버가 PlayFab 멀티 플레이어 플랫폼과 통신하려면 GSDK와 통합해야 합니다. 최소한 게임 서버에서 Start
및 ReadyForPlayers
메서드를 구현해야 합니다.
int main()
{
// Call this while your game is initializing; it will start sending a heartbeat to our agent and put the game server in an Initializing state
Microsoft::Azure::Gaming::GSDK::start();
/* Add any other initialization code your game server needs before players can connect */
// Call this when your game is done initializing and players can connect
// Note: This is a blocking call, and will return when this game server is either allocated or terminated
if (Microsoft::Azure::Gaming::GSDK::readyForPlayers())
{
// readyForPlayers returns true when an allocation call has been done, a player is about to connect!
}
else
{
// readyForPlayers returns false when the server is being terminated
}
}
static void Main(string[] args)
{
// Call this while your game is initializing; it will start sending a heartbeat to our agent and put the game server in an Initializing state
GameserverSDK.Start();
/* Add any other initializion code your game server needs before players can connect */
// Call this when your game is done initializing and players can connect
// Note: This is a blocking call, and will return when this game server is either allocated or terminated
if (GameserverSDK.ReadyForPlayers())
{
// readyForPlayers returns true when an allocation call has been done, a player is about to connect!
}
else
{
// readyForPlayers returns false when the server is being terminated
}
}
public static void main(String[] args)
{
// Call this while your game is initializing; it will start sending a heartbeat to our agent and put the game server in an Initializing state
GameserverSDK.start();
/* Add any other initializion code your game server needs before players can connect */
// Call this when your game is done initializing and players can connect
// Note: This is a blocking call, and will return when this game server is either allocated or terminated
if (GameserverSDK.readyForPlayers())
{
// readyForPlayers returns true when an allocation call has been done, a player is about to connect!
}
else
{
// readyForPlayers returns false when the server is being terminated
}
}
GSDK로 로그인
게임 서버가 종료되면 PlayFab VM 에이전트는 모든 로그 파일을 압축하여 사용자가 사용할 수 있도록 합니다.
게임의 로그 파일을 추가하는 방법은 두 가지가 있습니다.
- GSDK의
Log
메서드 사용 - GSDK 로그 파일에 자신의 로그 줄이 추가됩니다. - PlayFab VM 에이전트가 압축하여 업로드할 적절한 로그 디렉터리에 자신의 로그 파일을 작성합니다.
// This will add your log line to the GSDK log file, alongside other information logged by the GSDK
Microsoft::Azure::Gaming::GSDK::logMessage("Here is a sample log");
// Alternatively, you can log your own files to the log directory
std::string logFolder = Microsoft::Azure::Gaming::GSDK::getLogsDirectory();
// This will add your log line to the GSDK log file, alongside other information logged by the GSDK
GameserverSDK.LogMessage("Here is a sample log");
// Alternatively, you can log your own files to the log directory
string logFolder = GameserverSDK.GetLogsDirectory();
// This will add your log line to the GSDK log file, alongside other information logged by the GSDK
GameserverSDK.log("Here is a sample log");
// Alternatively, you can log your own files to the log directory
String logFolder = GameserverSDK.getLogsDirectory();
정상적으로 게임 서버 종료
게임 서버를 종료하는 시나리오는 세 가지가 있습니다.
게임 서버 응용 프로그램을 종료합니다.
현재 플레이어 로그에 필요한 것보다 많은 게임 서버를 사용할 수 있기 때문에 PlayFab가 게임 서버를 종료합니다.
참고 항목
PlayFab은 현재 활성화된 게임 서버만 종료합니다.
- Azure가 게임 서버를 호스팅하는 가상 머신에서 필요한 유지 관리를 수행합니다.
위의 (1)의 경우: 귀하가 수행 시점을 제어하고, 응용 프로그램을 종료하기 전에 모든 필요한 정리를 수행할 수 있습니다.
(2)와 (3)의 경우: 콜백 메서드를 지정하여 GSDK가 사용자에게 수행 시점을 알 수 있는 방법을 제공합니다.
// This method will be called in case #2, when PlayFab terminates the game server
void onShutdown()
{
printf("GSDK is shutting me down!!!\n");
/* Perform any necessary cleanup and end the program */
std::exit(0);
}
// This method will be called in case #3, when Azure will perform maintenance on the virtual machine
void onMaintenanceScheduled(tm t)
{
#ifdef WINDOWS
time_t local = _mkgmtime(&t);
double delta = difftime(local, time(NULL));
struct tm buf;
char str[26];
gmtime_s(&buf, &local);
asctime_s(str, sizeof str, &buf);
printf("UTC: %s", str);
localtime_s(&buf, &local);
asctime_s(str, sizeof str, &buf);
printf("local: %s", str);
printf("delta: %f", delta);
#else // Linux
time_t local = timegm(&t);
double delta = difftime(local, time(NULL));
printf("UTC: %s\n", asctime(gmtime(&local)));
printf("local: %s\n", asctime(localtime(&local)));
printf("delta: %f\n", delta);
#endif
/* Perform any necessary cleanup, notify your players, etc. */
}
int main()
{
Microsoft::Azure::Gaming::GSDK::start();
Microsoft::Azure::Gaming::GSDK::registerShutdownCallback(&onShutdown);
Microsoft::Azure::Gaming::GSDK::registerMaintenanceCallback(&onMaintenanceScheduled);
// Continue initializing your game
}
// This method will be called in case #2, when PlayFab terminates the game server
static void OnShutdown()
{
GameserverSDK.LogMessage("Shutting down...");
/* Perform any necessary cleanup and end the program */
}
// This method will be called in case #3, when Azure will perform maintenance on the virtual machine
static void OnMaintenanceScheduled(DateTimeOffset time)
{
/* Perform any necessary cleanup, notify your players, etc. */
}
static void Main(string[] args)
{
GameserverSDK.Start();
GameserverSDK.RegisterShutdownCallback(OnShutdown);
GameserverSDK.RegisterMaintenanceCallback(OnMaintenanceScheduled);
// Continue initializing your game
}
// This method will be called in case #2, when PlayFab terminates the game server
private static void onShutdown()
{
System.out.println("Shutting down...");
/* Perform any necessary cleanup and end the program */
}
// This method will be called in case #3, when Azure will perform maintenance on the virtual machine
private static void onMaintenanceScheduled(ZonedDateTime time)
{
/* Perform any necessary cleanup, notify your players, etc. */
}
static void Main(string[] args)
{
GameserverSDK.start();
GameserverSDK.registerShutdownCallback(Main::onShutdown);
GameserverSDK.registerMaintenanceCallback(Main::onMaintenanceScheduled);
// Continue initializing your game
}
게임 서버에 대한 PlayFab 정보 제공
현재 GSDK를 사용하여 PlayFab과 두 가지 사항에 대해 통신할 수 있습니다.
- 게임 서버의 현재 상태.
- 현재 게임 서버에 연결되어 있는 플레이어의 목록.
이러한 두 가지 정보는 다음 하트비트에서 PlayFab으로 전송되며, 현재 보고에 사용할 수 있습니다.
static std::vector<Microsoft::Azure::Gaming::ConnectedPlayer> players;
void playerConnected()
{
// When a new player connects, you can let PlayFab know by adding it to the vector of players and calling updateConnectedPlayers
players.push_back(Microsoft::Azure::Gaming::ConnectedPlayer("player_tag"));
Microsoft::Azure::Gaming::GSDK::updateConnectedPlayers(players);
}
// This method will be called on every heartbeat to check if your game is healthy, as such, it should return very quickly
bool isHealthy()
{
// Return whether your game server should be considered healthy
return true;
}
int main()
{
Microsoft::Azure::Gaming::GSDK::start();
Microsoft::Azure::Gaming::GSDK::registerHealthCallback(&isHealthy);
// Continue initializing your game
}
static private List<ConnectedPlayer> players = new List<ConnectedPlayer>();
static void OnPlayerConnected()
{
// When a new player connects, you can let PlayFab know by adding it to the vector of players and calling updateConnectedPlayers
players.Add(new ConnectedPlayer("player_tag"));
GameserverSDK.UpdateConnectedPlayers(players);
}
// This method will be called on every heartbeat to check if your game is healthy, as such, it should return very quickly
static bool IsHealthy()
{
// Return whether your game server should be considered healthy
return true;
}
static void Main(string[] args)
{
GameserverSDK.Start();
GameserverSDK.RegisterHealthCallback(IsHealthy);
// Continue initializing your game
}
private static ArrayList<ConnectedPlayer> players = new ArrayList<ConnectedPlayer>();
private static void onPlayerConnected()
{
// When a new player connects, you can let PlayFab know by adding it to the vector of players and calling updateConnectedPlayers
players.add(new ConnectedPlayer("player_tag"));
GameserverSDK.updateConnectedPlayers(players);
}
// This method will be called on every heartbeat to check if your game is healthy, as such, it should return very quickly
private static GameHostHealth getGameHealth()
{
// Return whether your game server should be considered healthy
return GameHostHealth.Healthy;
}
static void Main(string[] args)
{
GameserverSDK.start();
GameserverSDK.registerHealthCallback(Main::getGameHealth);
// Continue initializing your game
}
자신의 게임 서버 내 구성 설정 얻기
GSDK를 사용하여 검색할 수 있는 게임 서버와 관련된 PlayFab 설정에는 여러 가지가 있습니다.
참고 항목
이러한 설정 중 두 가지는 실제로 멀티 플레이어 서버 요청에 대한 호출의 일부로 클라이언트에 의해 PlayFab에 전달됩니다. 따라서 이러한 설정이 할당될 때까지 이를 게임 서버에서 사용할 수 없습니다.
// Get all the configuration values
std::unordered_map<std::string, std::string> config = Microsoft::Azure::Gaming::GSDK::getConfigSettings();
// Retrieve a particular configuration value
auto it = config.find(Microsoft::Azure::Gaming::GSDK::SESSION_COOKIE_KEY);
if (it != config.end())
{
std::string sessionCookie = config[Microsoft::Azure::Gaming::GSDK::SESSION_COOKIE_KEY];
}
// Here some other useful configuration keys (the full list is in gsdk.h)
static constexpr const char* SERVER_ID_KEY; // ID given to your game server upon creation
static constexpr const char* LOG_FOLDER_KEY; // Path to the folder that should contain all log files
static constexpr const char* CERTIFICATE_FOLDER_KEY; // Path to the folder that contains any game certificate files
static constexpr const char* TITLE_ID_KEY; // PlayFab Title ID for this game server
static constexpr const char* BUILD_ID_KEY; // PlayFab Build ID for this game server
static constexpr const char* REGION_KEY; // Azure Region this server is running in
// These two keys are only available after allocation (once readyForPlayers returns true)
static constexpr const char* SESSION_COOKIE_KEY; // The Session Cookie you passed into the allocation call when you requested a server
static constexpr const char* SESSION_ID_KEY; // The Session ID you specified in the allocation call when you requested a server
// Get all the configuration values
IDictionary<string, string> config = GameserverSDK.getConfigSettings();
// Retrieve a particular configuration value
if (config.TryGetValue(GameserverSDK.SessionCookieKey, out string sessionCookie))
{
// sessionCookie contains the value
}
// Here are some other useful configuration keys (the full list is in the GameserverSDK class)
public static string ServerIdKey; // ID given to your game server upon creation
public static string LogFolderKey; // Path to the folder that should contain all log files
public static string CertificateFolderKey; // Path to the folder that contains any game certificate files
public static string TitleIdKey; // PlayFab Title ID for this game server
public static string BuildIdKey; // PlayFab Build ID for this game server
public static string RegionKey; // Azure Region this server is running in
// These two keys are only available after allocation (once readyForPlayers returns true)
public static string SessionCookieKey; // The Session Cookie you passed into the allocation call when you requested a server
public static string SessionIdKey; // The Session ID you specified in the allocation call when you requested a server
// Get all the configuration values
Map<String, String> config = GameserverSDK.getConfigSettings();
// Retrieve a particular configuration value
if (config.containsKey(GameserverSDK.SESSION_COOKIE_KEY))
{
String sessionCookie = config.get(GameserverSDK.SESSION_COOKIE_KEY);
}
// Here are some other useful configuration keys (the full list is in the GameserverSDK class)
public static final String SERVER_ID_KEY; // ID given to your game server upon creation
public static final String LOG_FOLDER_KEY; // Path to the folder that should contain all log files
public static final String CERTIFICATE_FOLDER_KEY; // Path to the folder that contains any game certificate files
public static final String TITLE_ID_KEY; // PlayFab Title ID for this game server
public static final String BUILD_ID_KEY; // PlayFab Build ID for this game server
public static final String REGION_KEY; // Azure Region this server is running in
// These two keys are only available after allocation (once readyForPlayers returns true)
public static final String SESSION_COOKIE_KEY; // The Session Cookie you passed into the allocation call when you requested a server
public static final String SESSION_ID_KEY; // The Session ID you specified in the allocation call when you requested a server