C++ Game Server Client SDK

This is the C++ version of the Agones 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.

This version of the Agones C++ SDK has been tested with gRPC 1.57.1. 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


Last modified June 21, 2024: Update csharp.md to indicate ConnectAsync is deprecated (#3866) (2c60194)