概述
PlayFab 游戏服务器 SDK (GSDK) 提供 C++、C# 和 Java 版本。GSDK 将你的游戏服务器连接到安装在 VM 上的 PlayFab 代理。此代理可促进与 PlayFab Multiplayer 平台之间的关键服务器交互。基本集成
为了使游戏服务器能够与 PlayFab Multiplayer 平台通信,你需要与 GSDK 集成。你至少必须在游戏服务器中实现Start 和 ReadyForPlayers 方法。
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
}
}
使用 GSDK 进行日志记录
游戏服务器结束时,PlayFab VM 代理将压缩所有日志文件,并将其提供给你。 <!—via the GetMultiplayerServerLogs API.—> 可以通过两种方式从游戏中添加日志文件:- 使用 GSDK 的
Log方法 - 它会将你自己的日志行添加到 GSDK 日志文件中。 - 在相应的日志目录中写入你自己的日志文件,PlayFab VM 代理会将其压缩并上传。
// 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();
正常关闭游戏服务器
在以下三种情况下,你的游戏服务器将结束:- 你的游戏服务器应用程序退出。
- PlayFab 终止你的游戏服务器,因为可用的游戏服务器多于当前玩家负载所需的数量。
PlayFab 仅会终止当前未处于活动状态的游戏服务器。
- Azure 将对托管你的游戏服务器的虚拟机执行必要的维护。
// 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
}
向 PlayFab 提供有关游戏服务器的信息
目前,你可以使用 GSDK 向 PlayFab 传达两项信息:- 游戏服务器的当前运行状况。
- 当前连接到游戏服务器的玩家列表。
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
}
在游戏服务器中获取配置设置
你可以使用 GSDK 检索与游戏服务器相关的多个 PlayFab 设置。其中两个设置实际上是由你的客户端在请求多人游戏服务器的调用中传递给 PlayFab 的。因此,在游戏服务器被分配之前,这些设置将不可用。
// 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
