C++ Game Server Client SDK
Check the Client SDK Documentation for more details on each of the SDK functions and how to run the SDK locally.
SDK Functionality
Area | Action | Implemented |
---|---|---|
Lifecycle | Ready | ✔️ |
Lifecycle | Health | ✔️ |
Lifecycle | Reserve | ✔️ |
Lifecycle | Allocate | ✔️ |
Lifecycle | Shutdown | ✔️ |
Configuration | GameServer | ✔️ |
Configuration | WatchGameServer | ✔️ |
Metadata | SetAnnotation | ✔️ |
Metadata | SetLabel | ✔️ |
Counters | GetCounterCount | ❌ |
Counters | SetCounterCount | ❌ |
Counters | IncrementCounter | ❌ |
Counters | DecrementCounter | ❌ |
Counters | SetCounterCapacity | ❌ |
Counters | GetCounterCapacity | ❌ |
Lists | AppendListValue | ❌ |
Lists | DeleteListValue | ❌ |
Lists | SetListCapacity | ❌ |
Lists | GetListCapacity | ❌ |
Lists | ListContains | ❌ |
Lists | GetListLength | ❌ |
Lists | GetListValues | ❌ |
Installation
Download
Download the source from the Releases Page or directly from GitHub .
Building the Libraries from source
CMake is used to build SDK for all supported platforms (Linux/Window/macOS).
Prerequisites
- CMake >= 3.15.0
- Git
- C++17 compiler
Dependencies
Agones SDK only depends on the gRPC library.
Warning
Prior to Agones release 1.39.0 if the gRPC dependency was not found locally installed, the CMake system would install the supported gRPC version for you. Unfortunately this process was very brittle and often broke with gRPC updates, therefore this functionality has been removed, and a manual installation of gRPC is now required.This version of the Agones C++ SDK has been tested with gRPC 1.58.3. To install it from source follow the instructions.
It may also be available from your system’s package manager, but that may not align with the supported gRPC version, so use at your own risk.
Linux / MacOS
mkdir -p .build
cd .build
cmake .. -DCMAKE_BUILD_TYPE=Release -G "Unix Makefiles" -DCMAKE_INSTALL_PREFIX=./install
cmake --build . --target install
Windows
Building with Visual Studio:
md .build
cd .build
cmake .. -G "Visual Studio 15 2017 Win64" -DCMAKE_INSTALL_PREFIX=./install
cmake --build . --config Release --target install
Building with NMake
md .build
cd .build
cmake .. -G "NMake Makefiles" -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=./install
cmake --build . --target install
CMAKE_INSTALL_PREFIX may be skipped if it is OK to install Agones SDK to a default location (usually /usr/local or c:/Program Files/Agones).
CMake option -Wno-dev
is specified to suppress CMP0048 deprecation warning for gRPC build.
Usage
Using SDK
In CMake-based projects it’s enough to specify a folder where SDK is installed with CMAKE_PREFIX_PATH
and use find_package(agones CONFIG REQUIRED)
command. For example:
cpp-simple
.
It may be useful to disable some protobuf warnings in your project.
Usage
The C++ SDK is specifically designed to be as simple as possible, and deliberately doesn’t include any kind of singleton management, or threading/asynchronous processing to allow developers to manage these aspects as they deem appropriate for their system.
We may consider these types of features in the future, depending on demand.
To begin working with the SDK, create an instance of it:
agones::SDK *sdk = new agones::SDK();
To connect to the SDK server, either local or when running on Agones, run the sdk->Connect()
method.
This will block for up to 30 seconds if the SDK server has not yet started and the connection cannot be made,
and will return false
if there was an issue connecting.
bool ok = sdk->Connect();
To send a health check call sdk->Health()
. This is a synchronous request that will
return false
if it has failed in any way. Read GameServer Health Checking for more
details on the game server health checking strategy.
bool ok = sdk->Health();
To mark the game server as ready to receive player connections, call sdk->Ready()
.
This will return a grpc::Status object, from which we can call status.ok()
to determine
if the function completed successfully.
For more information you can also look at the gRPC Status reference.
grpc::Status status = sdk->Ready();
if (!status.ok()) { ... }
To mark the game server as allocated, call sdk->Allocate()
.
This will return a grpc::Status object, from which we can call status.ok()
to determine
if the function completed successfully.
For more information you can also look at the gRPC Status reference.
grpc::Status status = sdk->Allocate();
if (!status.ok()) { ... }
To mark the game server as reserved, call
sdk->Reserve(seconds)
. This will return a grpc::Status object, from which we can call status.ok()
to determine
if the function completed successfully.
For more information you can also look at the gRPC Status reference.
grpc::Status status = sdk->Reserve(std::chrono::seconds(N));
if (!status.ok()) { ... }
To mark that the game session is completed and the game server should be shut down call sdk->Shutdown()
.
This will return a grpc::Status object, from which we can call status.ok()
to determine
if the function completed successfully.
For more information you can also look at the gRPC Status reference.
grpc::Status status = sdk->Shutdown();
if (!status.ok()) { ... }
To set a Label on the backing GameServer
call
sdk->SetLabel(key, value)
.
This will return a grpc::Status object, from which we can call status.ok()
to determine
if the function completed successfully.
For more information you can also look at the gRPC Status reference.
grpc::Status status = sdk->SetLabel("test-label", "test-value");
if (!status.ok()) { ... }
To set an Annotation on the backing GameServer
call
sdk->SetAnnotation(key, value)
.
This will return a grpc::Status object, from which we can call status.ok()
to determine
if the function completed successfully.
For more information you can also look at the gRPC Status reference.
status = sdk->SetAnnotation("test-annotation", "test value");
if (!status.ok()) { ... }
To get the details on the backing GameServer
call sdk->GameServer(&gameserver)
,
passing in a agones::dev::sdk::GameServer*
to push the results of the GameServer
configuration into.
This function will return a grpc::Status object, from which we can call status.ok()
to determine
if the function completed successfully.
agones::dev::sdk::GameServer gameserver;
grpc::Status status = sdk->GameServer(&gameserver);
if (!status.ok()) {...}
To get updates on the backing GameServer
as they happen,
call sdk->WatchGameServer([](const agones::dev::sdk::GameServer& gameserver){...})
.
This will call the passed in std::function
synchronously (this is a blocking function, so you may want to run it in its own thread) whenever the backing GameServer
is updated.
sdk->WatchGameServer([](const agones::dev::sdk::GameServer& gameserver){
std::cout << "GameServer Update:\n" //
<< "\tname: " << gameserver.object_meta().name() << "\n" //
<< "\tstate: " << gameserver.status().state() << "\n"
<< std::flush;
});
Next Steps
- Read the SDK Overview to review all SDK functionality
- Look at the C++ example for a full build template .
- Check out sdk.h .
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Last modified October 3, 2024: Upgrade to Golang Version 1.22.6 and Golangci lint version v1.61.0 (#3988) (cd3bc13)