概觀
PlayFab 遊戲伺服器 SDK (GSDK) 提供 C++、C# 和 Java 版本。GSDK 會將您的遊戲伺服器連線至 VM 上安裝的 PlayFab 代理程式。此代理程式可協助伺服器與 PlayFab 多人遊戲平台之間的關鍵互動。基本整合
若要讓您的遊戲伺服器能夠與 PlayFab 多人遊戲平台通訊,您需要與 GSDK 整合。至少,您必須在遊戲伺服器中實作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 記錄
當您的遊戲伺服器結束時,PlayFab VM 代理程式會將所有記錄檔壓縮,並提供給您使用。 <!—via the GetMultiplayerServerLogs API.—> 有兩種方式可以從遊戲新增記錄檔:- 使用 GSDK 的
Log方法——它會將您自己的記錄行新增至 GSDK 記錄檔。 - 在適當的記錄目錄中撰寫您自己的記錄檔,PlayFab VM 代理程式會將其壓縮並上傳。
// 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();
正常關閉遊戲伺服器
在三種案例中,您的遊戲伺服器會結束:- 您的遊戲伺服器應用程式結束。
- PlayFab 終止您的遊戲伺服器,因為可用的遊戲伺服器多於目前玩家負載所需的數量。
PlayFab 只會終止目前非作用中的遊戲伺服器。
- Azure 將對裝載您遊戲伺服器的虛擬機器執行必要的維護。
// 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 提供有關遊戲伺服器的資訊
目前您可以使用 GSDK 向 PlayFab 傳達兩件事:- 您的遊戲伺服器目前的健康狀態。
- 目前連線至您遊戲伺服器的玩家清單。
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
}
在遊戲伺服器中取得組態設定
有數個與遊戲伺服器相關的 PlayFab 設定,您可以使用 GSDK 擷取。其中兩個設定實際上是由您的用戶端在要求多人遊戲伺服器的呼叫中傳遞給 PlayFab 的。因此,在遊戲伺服器被配置之前,這些設定將無法供遊戲伺服器使用。
// 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
