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// Example Realtime Server Script | |
'use strict'; | |
// Importing the AWS SDK for Javascript V3 | |
const { STSClient, AssumeRoleCommand } = require("@aws-sdk/client-sts"); | |
const { LambdaClient, InvokeCommand } = require("@aws-sdk/client-lambda"); | |
var lambdaClient; | |
// Example override configuration | |
const configuration = { | |
pingIntervalTime: 30000 | |
}; | |
// Timing mechanism used to trigger end of game session. Defines how long, in milliseconds, between each tick in the example tick loop | |
const tickTime = 1000; | |
// Defines how to long to wait in Seconds before beginning early termination check in the example tick loop | |
const minimumElapsedTime = 120; | |
var session; // The Realtime server session object | |
var logger; // Log at appropriate level via .info(), .warn(), .error(), .debug() | |
var startTime; // Records the time the process started | |
var activePlayers = 0; // Records the number of connected players | |
var onProcessStartedCalled = false; // Record if onProcessStarted has been called | |
var players = {}; | |
var npc = { | |
id: 1, | |
charId: 0, | |
interactWith: -1 | |
}; | |
// Example custom op codes for user-defined messages | |
// Any positive op code number can be defined here. These should match your client code. | |
const CURRENT_PLAYER_ACCEPTED = 100; | |
const PLAYER_ACCEPTED = 101; | |
const PLAYER_DISCONNECTED = 102; | |
const CURRENT_PLAYER_UPDATE = 200; | |
const PLAYER_UPDATE = 201; | |
const PLAYER_MEETS_NPC = 301; | |
const PLAYER_TO_NPC = 302; | |
const NPC_TO_PLAYER = 303; | |
const PLAYER_LEAVES_NPC = 304; | |
// Called when game server is initialized, passed server's object of current session | |
async function init(rtSession) { | |
session = rtSession; | |
logger = session.getLogger(); | |
// Assuming role | |
const client = new STSClient({ | |
region: 'us-east-1' | |
}); | |
const input = { | |
RoleArn: "arn:aws:iam::000000000000:role/realtimeServerRole", | |
RoleSessionName: "realtimeServerRole", | |
}; | |
try { | |
const command = new AssumeRoleCommand(input); | |
const response = await client.send(command); | |
logger.info(response); // Successful response | |
// Building Lambda client | |
lambdaClient = new LambdaClient({ | |
region: 'us-east-1', | |
credentials: { | |
accessKeyId: response.Credentials.AccessKeyId, | |
secretAccessKey: response.Credentials.SecretAccessKey, | |
sessionToken: response.Credentials.SessionToken | |
} | |
}); | |
} catch (e) { | |
logger.error(e); // An error occurred | |
} | |
} | |
// On Process Started is called when the process has begun and we need to perform any | |
// bootstrapping. This is where the developer should insert any code to prepare | |
// the process to be able to host a game session, for example load some settings or set state | |
// | |
// Return true if the process has been appropriately prepared and it is okay to invoke the | |
// GameLift ProcessReady() call. | |
function onProcessStarted(args) { | |
onProcessStartedCalled = true; | |
logger.info("Starting process with args: " + args); | |
logger.info("Ready to host games..."); | |
return true; | |
} | |
// Called when a new game session is started on the process | |
function onStartGameSession(gameSession) { | |
// Complete any game session set-up | |
// Set up an example tick loop to perform server initiated actions | |
startTime = getTimeInS(); | |
tickLoop(); | |
} | |
// Handle process termination if the process is being terminated by GameLift | |
// You do not need to call ProcessEnding here | |
function onProcessTerminate() { | |
// Perform any clean up | |
} | |
// Return true if the process is healthy | |
function onHealthCheck() { | |
return true; | |
} | |
// On Player Connect is called when a player has passed initial validation | |
// Return true if player should connect, false to reject | |
function onPlayerConnect(connectMsg) { | |
// Perform any validation needed for connectMsg.payload, connectMsg.peerId | |
return true; | |
} | |
// Called when a Player is accepted into the game | |
function onPlayerAccepted(currentPlayer) { | |
const playersValues = Object.values(players); | |
const playersStr = (playersValues.length == 0) ? ('{"players":[], "npc": ' + JSON.stringify(npc) + '}') : ('{"players":[' + playersValues.join(',') + '], "npc": ' + JSON.stringify(npc) + '}'); | |
const outPlayerAcceptedMessage = session.newTextGameMessage(PLAYER_ACCEPTED, currentPlayer.peerId, ""); | |
const outCurrentPlayerAcceptedMessage = session.newTextGameMessage(CURRENT_PLAYER_ACCEPTED, currentPlayer.peerId, playersStr); | |
for (var playerId in players) { | |
if (players.hasOwnProperty(playerId)) { | |
session.sendReliableMessage(outPlayerAcceptedMessage, parseInt(playerId)); | |
} | |
} | |
session.sendReliableMessage(outCurrentPlayerAcceptedMessage, currentPlayer.peerId); | |
players[currentPlayer.peerId] = ""; | |
activePlayers++; | |
} | |
// On Player Disconnect is called when a player has left or been forcibly terminated | |
// Is only called for players that actually connected to the server and not those rejected by validation | |
// This is called before the player is removed from the player list | |
function onPlayerDisconnect(peerId) { | |
const outMessage = session.newTextGameMessage(PLAYER_DISCONNECTED, peerId, ""); | |
delete players[peerId]; | |
for (var playerId in players) { | |
if (players.hasOwnProperty(playerId)) { | |
session.sendReliableMessage(outMessage, parseInt(playerId)); | |
} | |
} | |
activePlayers--; | |
} | |
// Handle a message to the server | |
async function onMessage(gameMessage) { | |
switch (gameMessage.opCode) { | |
case PLAYER_UPDATE: | |
players[gameMessage.sender] = String.fromCharCode(...Object.values(gameMessage.payload)); | |
const outPlayerChangedMessage = session.newTextGameMessage(PLAYER_UPDATE, gameMessage.sender, gameMessage.payload); | |
const outPlayerChangedCurrentMessage = session.newTextGameMessage(CURRENT_PLAYER_UPDATE, gameMessage.sender, gameMessage.payload); | |
for (var playerId in players) { | |
if (players.hasOwnProperty(playerId)) { | |
playerId = parseInt(playerId); | |
if (playerId != gameMessage.sender) { | |
session.sendReliableMessage(outPlayerChangedMessage, playerId); | |
} | |
} | |
} | |
session.sendReliableMessage(outPlayerChangedCurrentMessage, gameMessage.sender); | |
break; | |
case PLAYER_MEETS_NPC: | |
if (npc.interactWith == -1) { | |
npc.interactWith = gameMessage.sender; | |
const dataStr = '{"npc": ' + JSON.stringify(npc) + '}'; | |
const outPlayerChangedMessage = session.newTextGameMessage(PLAYER_MEETS_NPC, gameMessage.sender, dataStr); | |
for (var playerId in players) { | |
if (players.hasOwnProperty(playerId)) { | |
playerId = parseInt(playerId); | |
session.sendReliableMessage(outPlayerChangedMessage, playerId); | |
} | |
} | |
} | |
break; | |
case PLAYER_TO_NPC: | |
if (lambdaClient) { | |
try { | |
var lambdaParams = { | |
FunctionName: 'npcFunction', // The lambda function we are going to invoke | |
InvocationType: 'RequestResponse', | |
LogType: 'Tail', | |
Payload: '{ "message" : "' + String.fromCharCode(...Object.values(gameMessage.payload)) + '" }' | |
}; | |
const command = new InvokeCommand(lambdaParams); | |
const response = await lambdaClient.send(command); | |
logger.info('Response: ' + response.Payload); // Successful response | |
const outPlayerMessage = session.newTextGameMessage(NPC_TO_PLAYER, gameMessage.sender, response.Payload); | |
session.sendReliableMessage(outPlayerMessage, gameMessage.sender); | |
} catch (e) { | |
logger.error(e); // An error occurred | |
} | |
} | |
break; | |
case PLAYER_LEAVES_NPC: | |
if (npc.interactWith != -1) { | |
npc.interactWith = -1; | |
const dataStr = '{"npc": ' + JSON.stringify(npc) + '}'; | |
const outPlayerChangedMessage = session.newTextGameMessage(PLAYER_LEAVES_NPC, gameMessage.sender, dataStr); | |
for (var playerId in players) { | |
if (players.hasOwnProperty(playerId)) { | |
playerId = parseInt(playerId); | |
session.sendReliableMessage(outPlayerChangedMessage, playerId); | |
} | |
} | |
} | |
break; | |
} | |
} | |
// Return true if the send should be allowed | |
function onSendToPlayer(gameMessage) { | |
// This example rejects any payloads containing "Reject" | |
return (!gameMessage.getPayloadAsText().includes("Reject")); | |
} | |
// Return true if the send to group should be allowed | |
// Use gameMessage.getPayloadAsText() to get the message contents | |
function onSendToGroup(gameMessage) { | |
return true; | |
} | |
// Return true if the player is allowed to join the group | |
function onPlayerJoinGroup(groupId, peerId) { | |
return true; | |
} | |
// Return true if the player is allowed to leave the group | |
function onPlayerLeaveGroup(groupId, peerId) { | |
return true; | |
} | |
// A simple tick loop example | |
// Checks to see if a minimum amount of time has passed before seeing if the game has ended | |
async function tickLoop() { | |
const elapsedTime = getTimeInS() - startTime; | |
logger.info("Tick... " + elapsedTime + " activePlayers: " + activePlayers); | |
// In Tick loop - see if all players have left early after a minimum period of time has passed | |
// Call processEnding() to terminate the process and quit | |
if ((activePlayers == 0) && (elapsedTime > minimumElapsedTime)) { | |
logger.info("All players disconnected. Ending game"); | |
const outcome = await session.processEnding(); | |
logger.info("Completed process ending with: " + outcome); | |
process.exit(0); | |
} | |
else { | |
setTimeout(tickLoop, tickTime); | |
} | |
} | |
// Calculates the current time in seconds | |
function getTimeInS() { | |
return Math.round(new Date().getTime() / 1000); | |
} | |
exports.ssExports = { | |
configuration: configuration, | |
init: init, | |
onProcessStarted: onProcessStarted, | |
onMessage: onMessage, | |
onPlayerConnect: onPlayerConnect, | |
onPlayerAccepted: onPlayerAccepted, | |
onPlayerDisconnect: onPlayerDisconnect, | |
onSendToPlayer: onSendToPlayer, | |
onSendToGroup: onSendToGroup, | |
onPlayerJoinGroup: onPlayerJoinGroup, | |
onPlayerLeaveGroup: onPlayerLeaveGroup, | |
onStartGameSession: onStartGameSession, | |
onProcessTerminate: onProcessTerminate, | |
onHealthCheck: onHealthCheck | |
}; |
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