> ## Documentation Index
> Fetch the complete documentation index at: https://devdocs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# 将游戏服务器与 PlayFab Game Server SDK (GSDK) 集成

> 使用 C++、C# 或 Java 将游戏服务器与 PlayFab 游戏服务器 SDK (GSDK) 集成，以发出就绪信号、发送检测信号并管理多人游戏分配。

## 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。

```cpp theme={null}
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
    }

}
```

```csharp theme={null}
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
    }

}
```

```java theme={null}
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](xref:titleid.playfabapi.com.multiplayer.multiplayerserver.getmultiplayerserverlogs) API.-->

可以通过两种方式从游戏中添加日志文件：

1. 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。
2. 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。

```cpp theme={null}
// 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();
```

```csharp theme={null}
// 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();
```

```java theme={null}
// 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：

1. 你的游戏服务器应用程序退出。

2. 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。

> [!NOTE]
>
> PlayFab *仅*会终止当前未处于活动状态的游戏服务器。

3. Azure 将对托管你的游戏服务器的虚拟机执行必要的维护。

对于上述 **(1)**：由你控制其发生时间，并且可以在应用程序退出之前执行任何必要的清理。

对于上述 **(2)** 和 **(3)**：GSDK 提供了一种方法，让你可以通过指定回调方法来了解它们何时发生。

```cpp theme={null}
// 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
}
```

```csharp theme={null}
// 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
}
```

```java theme={null}
// 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：

1. 游戏服务器的当前运行状况。
2. 当前连接到游戏服务器的玩家列表。

这两项信息将在下一次检测信号中传输到 PlayFab，目前可用于报告。

```cpp theme={null}
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
}
```

```csharp theme={null}
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
}
```

```java theme={null}
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。

> [!NOTE]
>
> 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。

```cpp theme={null}
// 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
```

```csharp theme={null}
// 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
```

```java theme={null}
// 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
```


## Related topics

- [在本地调试游戏服务器以及与 PlayFab 的集成](/zh-CN/services/playfab/multiplayer/servers/locally-debugging-game-servers-and-integration-with-playfab.md)
- [PlayFab 游戏服务器基础知识](/zh-CN/services/playfab/multiplayer/servers/basics-of-a-playfab-game-server.md)
- [多人游戏服务器的生命周期](/zh-CN/services/playfab/multiplayer/servers/multiplayer-game-server-lifecycle.md)
- [游戏服务器与大厅](/zh-CN/services/playfab/multiplayer/lobby/lobby-server-overview.md)
- [创作游戏服务器生成](/zh-CN/services/playfab/multiplayer/servers/author-a-game-server-build.md)
