diff --git a/BackendFeatures/SimpleWebsocketChat/.gitignore b/BackendFeatures/SimpleWebsocketChat/.gitignore new file mode 100644 index 0000000..3181be2 --- /dev/null +++ b/BackendFeatures/SimpleWebsocketChat/.gitignore @@ -0,0 +1,7 @@ +!jest.config.js +*.d.ts +node_modules + +# CDK asset staging directory +.cdk.staging +cdk.out diff --git a/BackendFeatures/SimpleWebsocketChat/.npmignore b/BackendFeatures/SimpleWebsocketChat/.npmignore new file mode 100644 index 0000000..c1d6d45 --- /dev/null +++ b/BackendFeatures/SimpleWebsocketChat/.npmignore @@ -0,0 +1,6 @@ +*.ts +!*.d.ts + +# CDK asset staging directory +.cdk.staging +cdk.out diff --git a/BackendFeatures/SimpleWebsocketChat/Readme.md b/BackendFeatures/SimpleWebsocketChat/Readme.md new file mode 100644 index 0000000..97b981f --- /dev/null +++ b/BackendFeatures/SimpleWebsocketChat/Readme.md @@ -0,0 +1,151 @@ +# AWS Game Backend Framework Features: Simple WebSocket Chat + +This feature of the AWS Game Backend Framework showcases how you can host a WebSocket backend on AWS for simple chat application that supports the following features: + +* Set your user name (stored in an ElastiCache for Redis Serverless cluster) +* Join a channel (using Pub/Sub mechanism of Redis) +* Leave a channel +* Send a message to a channel + +While this is a simple sample application, it is designed for scale. The chat channels are managed with ElastiCache for Redis Serverless that automatically scales based on demand. The Node.js backend is hosted on Amazon ECS Fargate as a stateless application, which allows you to configure scaling based on selected metrics. By default, it will automatically scale to keep a maximum of 80% CPU load across the ECS Tasks. + +**NOTE**: There are however some key considerations when you start working towards a more production ready setup: + +* We are using encrypted WebSocket connections over Amazon CloudFront, but the communication from CloudFront to the Application Load Balancer is not encrypted. You should set up your own certificates on the ALB level to make that connection encrypted as well. +* We are not limiting access to join channels, you should implement any logic that makes sense for your game to validate on the backend side which channels the player can join +* We are allowing players to set any chat name they want. You might want to grab this name from a database instead and have control on for example the uniqueness of these names +* We are not filtering the chat traffic in any way. You can implement content moderation tooling on the backend side to control what is written in the chat + +**Note on VPC implementation of the feature:** + +This feature deploys a VPC which includes resources such as NAT Gateways that generate cost. This makes it easy to test the feature, but you likely want to share a VPC between multiple components and provide that as a parameter to the different CDK applications. + +## Architecture + +Here's the high level architecture for the solution: + +![High Level Reference Architecture](WebsocketChatArchitecture.png) + +Key things to note: + +* The AWS Game SDK for Unity and Unreal include a WebSocket connection option for any WebSocket needs, which is utilized by this implementation +* Client connects with a secure WebSocket connection (wss) to a CloudFront distribution that accelerates the connection at the edge +* CloudFront routes the traffic to an Application Load Balancer that routes the WebSocket connection to a cluster of Amazon ECS Fargate Tasks +* A Node.js application will validate the authentication token received from the client as part of the connection. It will validate the token with the public keys provided by the Identity Component. Any invalid connection will be terminated +* After connection is established, the client and server can send any messages both directions over the WebSocket connection +* Amazon ElastiCache for Redis Serverless is used to manage the chat channels. The servers will use Redis Pub/Sub features to send and receive messages + +## Required preliminary setup + +This backend feature **requires** that you have deployed the [Identity component](../../CustomIdentityComponent/README.md)[^1]. Once that is done, **set** the `const ISSUER_ENDPOINT` in `BackendFeatures/SimpleWebSocketChat/bin/simple_websocket_chat.ts` to the value of `IssuerEndpointUrl` found in the stack outputs of the _CustomIdentityComponentStack_. You can find it in the CloudFormation console, or in the terminal after deploying the identity component. + +## Deploying the Simple WebSocket Chat feature + +To deploy the component, follow the _Preliminary Setup_, and then run the following commands: + +1. Make sure you have __Docker running__ before you open the terminal, as the deployment process creates a Docker image +2. Navigate to `BackendFeatures/SimpleWebSocketChat/` folder in your terminal or Powershell[^2]. +3. Run `npm install` to install CDK app dependencies. +4. Run `cdk deploy --all --require-approval never` to the deploy the backend feature to your AWS account[^3]. +5. After the `SimpleWebsocketChat` stack has been deployed, capture the value of `WebSocketEndpoint` found in the outputs of the _SimpleWebsocketChat_ stack. You can find it in the CloudFormation console, or in the terminal after deploying the component. + +## Testing the Simple WebSocket Chat feature + +You can quickly test that the solution is correctly deployed on a Linux or MacOS terminal by first installing [websocat](https://github.com/vi/websocat), setting up the correct endpoints in the script below, and running it. You should get a response of a successful connection (`{"message":"Successfully connected!"}`): + +```bash +# SET THESE FIRST +login_endpoint=https://YOURENDPOINT/prod/ +websocket_endpoint=wss://YOURENDPOINT.cloudfront.net + +# GET A USER AND CONNECT +auth_token=$(curl $login_endpoint/login-as-guest | jq -j '.auth_token') +websocat "$websocket_endpoint/?auth_token=$auth_token" +``` +## Integration with the Game Engines + +### Unity integration + +To test the integrations with Unity, **open** the Unity sample project (`UnitySample`) with Unity 2021 (or above). + +* Then **open** the scene `BackendFeatures/SimpleWebsocketChat/SimpleWebsocketChat.unity` + +This is a test level that will login as a new guest user if a PlayePrefs configuration is not present. It has a UI to 1/ set name, 2/ join channels, 3/ leave channels, and 4/ send messages. You can see the output of using the UI in the output and when you join a channel and a message is sent to that, it will be passed to the client. + +Configure the `SimpleWebsocketChat` component of the `SimpleWebsocketChatIntegration` GameObject to set up API endpoints. Set `Login Endpoint Url` value to the `LoginEndpoint` value found in the CustomIdentityComponentStack Outputs, and the `Websocket Endpoint Url` to the `WebSocketEndpoint` value found in the *SimpleWebsocketChat* Outputs. + +Press play to test the integration. You'll see the login and WebSocket connection happen. You can then use the UI to test the chat application. + +**Key code files:** +* `UnitySample/Assets/AWSGameSDK/WebSocketClient.cs`: A WebSocket client class that can be used by any WebSocket integration. +* `UnitySample/Assets/BackendFeatures/SimpleWebsocketChat/ChatSerializationClasses.cs`: The data structure for messages between client and server that are sent over in JSON format +* `UnitySample/Assets/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketChat.cs`: The main class for the chat application + +### Unreal Engine integration + +To test the integrations with Unreal, **open** the Unreal sample project (`UnrealSample`) in Unreal Engine 5 first. + +**NOTE:** On Windows it will prompt you if you don't have Visual Studio installed yet. Once you have Visual Studio installed and set up for Unreal, you can open the project in the Unreal Editor and generate the project files from *Tools -> Generate Visual Studio Project*. On MacOS, you need to do *right click -> Services -> Generate XCode Project* on the uproject file in Finder. If you have problems generating the project files on MacOS, [this forum post](https://forums.unrealengine.com/t/generate-xcode-project-doesnt-do-anything/123149/3) can help run the shell script correctly from your UE installation folder against the project in the terminal. + +* Then **open** the level `BackendFeatures/SimpleWebSocketChat` + +This is a test level that will login as a new guest user if a save file is not present, or login using the user_id and guest_secret found in the save file if available to login as an existing user. It will then use the credentials of the logged in user to test the WebSocket connection to the chat application, set name, join channel, send message, and leave channel. + +Configure the `SimpleWebsocketChat` component of the `SimpleWebsocketChat` Actor to set up API and WebSocket endpoints. Set `M Login Endpoint` value to the `LoginEndpoint` value found in the CustomIdentityComponentStack Outputs. Then set the `M Websocket Endpoint Url` to the endpoint value `WebSocketEndpoint` found in the *SimpleWebsocketChat* Outputs. + +Press play to test the integration. You'll see the login as a guest user and starting the websocket connection with this user. Then you'll see joining a channel, sending and receiving a message on the channel, and leaving the channel in the end. + +**Adding the integration to your custom project:** You can follow the [guidelines found in the Unreal Engine Integration Readme](../../UnrealSample/README.md#adding-the-sdk-to-an-existing-project) to add the AWS Game SDK to your own project. After that, you can use `UnrealSample/Source/UnrealSample/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketChat.cpp.cpp` as a reference for how to implement the WebSocket connection. + +**Key code files:** +* `UnrealSample/Source/UnrealSample/AWSGameSDK/WebSocketClient.cpp`: A WebSocket client class that can be used by any WebSocket integration. +* `UnrealSample/Source/UnrealSample/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketChat.cpp`: The main class for the chat application + +## WebSocket message reference + +The initial connection to the websocket expects to receive the `auth_token` as a URL Parameter, for example `wss://abcdefghijklm.cloudfront.net/?auth_token=eyMYTOKEN`. + +Server will disconnect any client that doesn't send an auth token that validates correctly against the public key found in the Identity component endpoint. After this, the messages use a JSON format for the different features of the chat application. + +### Message types + +#### type: set-name + +Sets the name of the user. This must be called before any messages can be sent to any channel as the broadcasted messages will have the name included. + +Message content: + +`{ "type" : "set-name", "payload" : { "username" : "YOUR NAME" }}` + +#### type: join + +Joins the defined channel. After this, all messages sent to this channel will be sent over the WebSocket to this user + +Message content: + +`{ "type" : "join", "payload" : { "channel" : "YOUR CHANNEL" }}` + +#### type: leave + +Leaves the defined channel. After this, no messages are received from this channel. User will also disconnect from all channels when disconnecting from the backend. + +Message content: + +`{ "type" : "leave", "payload" : { "channel" : "YOUR CHANNEL" }}` + +#### type: message + +Sends a message to the defined channel. The message is broadcasted to all users who have joined the channel. + +Message content: + +`{ "type" : "message", "payload" : { "channel" : "YOUR CHANNEL", "message" : "YOUR MESSAGE" }}` + +--- + +**Notes:** + +[^1]: You're also expected to have all the tools listed in [Custom Identity Component Readme](../../CustomIdentityComponent/README.md#deploy-the-custom-identity-component) installed. +[^2]: On **Windows** make sure to run in Powershell as **Administrator**. +[^3]: If you are deploying the backend feature in a different AWS Account, or AWS Region from the _CustomIdentityComponentStack_, make sure to run ```cdk bootstrap``` to bootstrap the account for CDK (see [Bootstrapping](https://docs.aws.amazon.com/cdk/v2/guide/bootstrapping.html) for more information). +[^4]: Run the command with just the `--dry-run` parameter first to verify script functionality. \ No newline at end of file diff --git a/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketApp/.dockerignore b/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketApp/.dockerignore new file mode 100644 index 0000000..5171c54 --- /dev/null +++ b/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketApp/.dockerignore @@ -0,0 +1,2 @@ +node_modules +npm-debug.log \ No newline at end of file diff --git a/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketApp/Dockerfile b/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketApp/Dockerfile new file mode 100644 index 0000000..4498bc0 --- /dev/null +++ b/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketApp/Dockerfile @@ -0,0 +1,20 @@ +FROM --platform=linux/amd64 node:16 + +# Create app directory +WORKDIR /usr/src/app + +# Install app dependencies +# A wildcard is used to ensure both package.json AND package-lock.json are copied +# where available (npm@5+) +COPY package*.json ./ + +RUN npm install +# If you are building your code for production +# RUN npm ci --omit=dev + +# Bundle app source +COPY . . + +EXPOSE 80 +EXPOSE 8080 +CMD ["node", "server.js"] \ No newline at end of file diff --git a/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketApp/RedisManager.js b/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketApp/RedisManager.js new file mode 100644 index 0000000..1c4187c --- /dev/null +++ b/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketApp/RedisManager.js @@ -0,0 +1,118 @@ +const redis = require('redis'); + +class RedisManager { + constructor(redisEndpoint) { + this.redisClient = redis.createClient({ + socket: { + host: redisEndpoint, + port: 6379, + tls: true + } + }); + this.redisPubSubClient = redis.createClient({ + socket: { + host: redisEndpoint, + port: 6379, + tls: true + } + }); + + this.channelSubscriptions = new Map(); + this.websockets = new Map(); + + this.redisClient.connect(); + this.redisPubSubClient.connect(); + + this.redisClient.on('error', (err) => { + console.error('Redis error:', err); + }); + + this.redisClient.on('end', () => { + console.log('Redis connection closed'); + }); + + this.redisClient.on('reconnecting', () => { + console.log('Reconnecting to Redis...'); + }); + + this.redisPubSubClient.on('error', (err) => { + console.error('Redis error:', err); + }); + + this.redisPubSubClient.on('end', () => { + console.log('Redis connection closed'); + }); + + this.redisPubSubClient.on('reconnecting', () => { + console.log('Reconnecting to Redis...'); + }); + } + + setUsername(userID, username) { + console.log(`Setting username for ${userID} to ${username}`); + this.redisClient.set(userID, username); + } + + async getUsername(userID) { + return await this.redisClient.get(userID); + } + + subscribeToChannel(channel, ws, listener) { + console.log(`Subscribing ${this.websockets.get(ws)} to ${channel}`); + if (!this.channelSubscriptions.has(channel)) { + console.log('Channel subscription not set yet on this server, creating...'); + this.channelSubscriptions.set(channel, new Set()); + this.redisPubSubClient.sSubscribe(channel, listener); + console.log('Done!'); + } + if (!this.channelSubscriptions.get(channel).has(ws)) { + this.channelSubscriptions.get(channel).add(ws); + ws.send(JSON.stringify({ message: `You have joined ${channel}` })); + } else { + ws.send(JSON.stringify({ message: `You have already joined ${channel}` })); + } + } + + unsubscribeFromChannel(channel, ws) { + console.log(`Unsubscribing ${this.websockets.get(ws)} from ${channel}`); + this.channelSubscriptions.get(channel).delete(ws); + if (this.channelSubscriptions.get(channel).size === 0) { + console.log('No more subscribers, unsubscribing...'); + this.redisPubSubClient.sUnsubscribe(channel); + console.log('Done!'); + this.channelSubscriptions.delete(channel); + } + ws.send(JSON.stringify({ message: `You have left ${channel}` })); + } + + publishToChannel(channel, message) { + this.redisClient.publish(channel, message); + } + + addWebsocket(ws, userID) { + this.websockets.set(ws, userID); + } + + removeWebsocket(ws) { + const userID = this.websockets.get(ws); + this.websockets.delete(ws); + + const channelsToRemove = new Set(); + this.channelSubscriptions.forEach((subscriberMap, channel) => { + subscriberMap.delete(ws); + if (subscriberMap.size === 0) { + channelsToRemove.add(channel); + } + }); + + channelsToRemove.forEach((channel) => { + this.redisPubSubClient.sUnsubscribe(channel); + console.log(`No more people on channel, Unsubscribed server from ${channel}`); + this.channelSubscriptions.delete(channel); + }); + + console.log(`User ${userID} disconnected`); + } +} + +module.exports = RedisManager; \ No newline at end of file diff --git a/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketApp/package-lock.json b/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketApp/package-lock.json new file mode 100644 index 0000000..74f7c6c --- /dev/null +++ b/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketApp/package-lock.json @@ -0,0 +1,1434 @@ +{ + "name": "docker_web_app", + "version": "1.0.0", + "lockfileVersion": 3, + "requires": true, + 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+ "description": "Node.js on Docker", + "author": "First Last ", + "main": "server.js", + "scripts": { + "start": "node server.js" + }, + "dependencies": { + "aws-jwt-verify": "^4.0.0", + "aws-sdk": "^2.1386.0", + "aws-xray-sdk": "^3.5.0", + "express": "^4.16.1", + "redis": "^4.6.13", + "ws": "^8.16.0" + } +} diff --git a/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketApp/server.js b/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketApp/server.js new file mode 100644 index 0000000..3e926dd --- /dev/null +++ b/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketApp/server.js @@ -0,0 +1,178 @@ +'use strict'; + +// X-ray for distributed tracing +var AWSXRay = require('aws-xray-sdk'); +AWSXRay.config([AWSXRay.plugins.ECSPlugin]); + +// AWS SDK with tracing +const AWS = AWSXRay.captureAWS(require('aws-sdk')); + +// AWS-provided JWT verifier +const { JwtRsaVerifier } = require("aws-jwt-verify"); +const verifier = JwtRsaVerifier.create({ + issuer: process.env.ISSUER_ENDPOINT, // Get our custom issuer url from environment + audience: "gamebackend", // set this to the expected "aud" claim to gamebackend + jwksUri: process.env.ISSUER_ENDPOINT + "/.well-known/jwks.json", // Set the JWKS file path at issuer + scope: ["guest", "authenticated"], // We accept guest and authenticated scope +}); + +// Redis manager +const RedisManager = require('./RedisManager'); +const redisManager = new RedisManager(process.env.REDIS_ENDPOINT); + +// Callback for pub/sub chat message handling +const listener = (message, channel) => { + console.log("Received message from pub/sub channel"); + console.log(message, channel); + + // Send the message to all websockets subscribed to this channel + const channelSubscribers = redisManager.channelSubscriptions.get(channel); + if (channelSubscribers) { + channelSubscribers.forEach((ws) => { + try { + // Get the message and user name from the JSON message + const messageParsed = JSON.parse(message); + const username = messageParsed.username; + const messageText = messageParsed.message; + ws.send(JSON.stringify({ type: "chat_message_received", payload: { username: username, message: messageText, channel: channel } })); + } catch (err) { + console.error("Error sending chat message over websocket: " + err); + } + }); + } +}; + +// WEBSOCKET SERVER on 80 +const WebSocket = require('ws'); +const wss = new WebSocket.Server({ port: 80 }); +const url = require('url'); + +wss.on('connection', async (ws, req) => { + console.log("New websocket connection"); + + const params = url.parse(req.url, true); + // If no token is found, return an error + if (!params.query.auth_token) { + // Reject the connection + ws.send(JSON.stringify({ error: "No authentication token provided" })); + ws.close(); + } + + try { + var payload = await verifier.verify(params.query.auth_token); + console.log("Token is valid"); + // Add the user to the websocket map + redisManager.addWebsocket(ws, payload.sub); + + } catch (err) { + console.log(err); + ws.send(JSON.stringify({ error: "Invalid token" })); + ws.close(); + return; + } + + ws.send(JSON.stringify({ message: 'Successfully connected!' })); // send a message + + // Callback for message handling + ws.on('message', function message(data) { + console.log('received: %s', data); + handleMessage(ws, data); + }); + + // Callback for disconnecting + ws.on('close', function close() { + try { + redisManager.removeWebsocket(ws); + } catch (err) { + console.log("Error disconnecting user: " + err); + } + }); +}); + +// Message handler function for messages from client through the Websocket +async function handleMessage(ws, data) { + try { + console.log('received: %s', data); + + const dataString = data.toString(); + const parsedData = JSON.parse(dataString); + + // Check message type + + // Set new name for the user + if (parsedData.type === "set-name") { + const username = parsedData.payload.username; + const userID = redisManager.websockets.get(ws); + redisManager.setUsername(userID, username); + ws.send(JSON.stringify({ message: `Username set to ${username}` })); + } + + // Subscribe to a channel + else if (parsedData.type === "join") { + const channel = parsedData.payload.channel; + redisManager.subscribeToChannel(channel, ws, listener); + } + + // Unsubscribe from a channel + else if (parsedData.type === "leave") { + const channel = parsedData.payload.channel; + redisManager.unsubscribeFromChannel(channel, ws); + } + + // Receive message to a channel + else if (parsedData.type === "message") { + const userID = redisManager.websockets.get(ws); + const username = await redisManager.getUsername(userID); + + console.log(`Message received: ${dataString} from ${ws}`); + const channel = parsedData.payload.channel; + const message = parsedData.payload.message; + + if (!username) { + ws.send(JSON.stringify({ error: "You must set a username first" })); + return; + } + if (!redisManager.channelSubscriptions.has(channel) || !redisManager.channelSubscriptions.get(channel).has(ws)) { + ws.send(JSON.stringify({ error: "You must join the channel first" })); + return; + } + + const messageToPublish = JSON.stringify({ username, message }); + redisManager.publishToChannel(channel, messageToPublish); + ws.send(JSON.stringify({ message: `Message sent to ${channel}: ${message}` })); + } + + // Any other messages + else { + ws.send(JSON.stringify({ error: "Invalid message" })); + } + } catch (err) { + console.log(err); + ws.send(JSON.stringify({ error: `Error handling message: ${err}` })); + } +} + +// *********** // + +// HEALTH CHECK SERVER for load balancer on 8080 + +const express = require('express'); + +// Server constants +const PORT = 8080; +const HOST = '0.0.0.0'; + +// Server app +const app = express(); + +app.use(AWSXRay.express.openSegment('SimpleWebsocketChat-HealthCheck')); +// health check for root get +app.get('/', (req, res) => { + res.status(200).json({ statusCode: 200, message: "OK" }); +}); +app.use(AWSXRay.express.closeSegment()); + +// Setup app +app.listen(PORT, HOST, () => { + console.log(`Running server on http://${HOST}:${PORT}`); +}); \ No newline at end of file diff --git a/BackendFeatures/SimpleWebsocketChat/WebsocketChatArchitecture.png b/BackendFeatures/SimpleWebsocketChat/WebsocketChatArchitecture.png new file mode 100644 index 0000000..247ee83 Binary files /dev/null and b/BackendFeatures/SimpleWebsocketChat/WebsocketChatArchitecture.png differ diff --git a/BackendFeatures/SimpleWebsocketChat/bin/simple_websocket_chat.ts b/BackendFeatures/SimpleWebsocketChat/bin/simple_websocket_chat.ts new file mode 100644 index 0000000..402df95 --- /dev/null +++ b/BackendFeatures/SimpleWebsocketChat/bin/simple_websocket_chat.ts @@ -0,0 +1,38 @@ +#!/usr/bin/env node +import 'source-map-support/register'; +import * as cdk from 'aws-cdk-lib'; +import { SimpleWebsocketChat } from '../lib/SimpleWebsocketChat'; +import { AwsSolutionsChecks } from 'cdk-nag'; +import { NagSuppressions } from 'cdk-nag'; +import { App, Aspects, Tags } from 'aws-cdk-lib'; + +// TODO: Set your identity component issuer URL endpoint here +const issuerEndpointUrl = "https://YOURENDPOINT.cloudfront.net" + +// Set these tags to values that make sense to your company. You can define applicable tags as billing tags as well: https://docs.aws.amazon.com/awsaccountbilling/latest/aboutv2/custom-tags.html +let tags: { [key: string]: string } = {}; +tags['Application'] = 'GameBackend'; +tags['Owner'] = 'MyTeam'; +tags['Environment'] = 'Dev'; +tags['CostCenter'] = '1000'; + +const app = new cdk.App(); + +// Simple Websocket Chat application +var simpleWebsocketChat = new SimpleWebsocketChat(app, 'SimpleWebsocketChat', { + env: { account: process.env.CDK_DEFAULT_ACCOUNT, region: process.env.CDK_DEFAULT_REGION}, + issuerEndpointUrl: issuerEndpointUrl +}); + +// Apply all the tags in the tags object to the stack +Object.keys(tags).forEach(key => { + Tags.of(simpleWebsocketChat).add(key, tags[key]); +}); + +// CDK-nag +Aspects.of(app).add(new AwsSolutionsChecks()); + +// Add nag suppresssion for AwsSolutions-EC23 +NagSuppressions.addStackSuppressions(simpleWebsocketChat, [ + { id: 'AwsSolutions-EC23', reason: 'We have to allow 0.0.0.0/0 for the ALB for game client access' } +]); \ No newline at end of file diff --git a/BackendFeatures/SimpleWebsocketChat/cdk.json b/BackendFeatures/SimpleWebsocketChat/cdk.json new file mode 100644 index 0000000..5917470 --- /dev/null +++ b/BackendFeatures/SimpleWebsocketChat/cdk.json @@ -0,0 +1,38 @@ +{ + "app": "npx ts-node --prefer-ts-exts bin/simple_websocket_chat.ts", + "watch": { + "include": [ + "**" + ], + "exclude": [ + "README.md", + "cdk*.json", + "**/*.d.ts", + "**/*.js", + "tsconfig.json", + "package*.json", + "yarn.lock", + "node_modules", + "test" + ] + }, + "context": { + "@aws-cdk/aws-apigateway:usagePlanKeyOrderInsensitiveId": true, + "@aws-cdk/core:stackRelativeExports": true, + "@aws-cdk/aws-rds:lowercaseDbIdentifier": true, + "@aws-cdk/aws-lambda:recognizeVersionProps": true, + "@aws-cdk/aws-lambda:recognizeLayerVersion": true, + "@aws-cdk/aws-cloudfront:defaultSecurityPolicyTLSv1.2_2021": true, + "@aws-cdk-containers/ecs-service-extensions:enableDefaultLogDriver": true, + "@aws-cdk/aws-ec2:uniqueImdsv2TemplateName": true, + "@aws-cdk/core:checkSecretUsage": true, + "@aws-cdk/aws-iam:minimizePolicies": true, + "@aws-cdk/core:validateSnapshotRemovalPolicy": true, + "@aws-cdk/aws-codepipeline:crossAccountKeyAliasStackSafeResourceName": true, + "@aws-cdk/aws-s3:createDefaultLoggingPolicy": true, + "@aws-cdk/core:target-partitions": [ + "aws", + "aws-cn" + ] + } +} diff --git a/BackendFeatures/SimpleWebsocketChat/jest.config.js b/BackendFeatures/SimpleWebsocketChat/jest.config.js new file mode 100644 index 0000000..08263b8 --- /dev/null +++ b/BackendFeatures/SimpleWebsocketChat/jest.config.js @@ -0,0 +1,8 @@ +module.exports = { + testEnvironment: 'node', + roots: ['/test'], + testMatch: ['**/*.test.ts'], + transform: { + '^.+\\.tsx?$': 'ts-jest' + } +}; diff --git a/BackendFeatures/SimpleWebsocketChat/lib/SimpleWebsocketChat.ts b/BackendFeatures/SimpleWebsocketChat/lib/SimpleWebsocketChat.ts new file mode 100644 index 0000000..c48fdd3 --- /dev/null +++ b/BackendFeatures/SimpleWebsocketChat/lib/SimpleWebsocketChat.ts @@ -0,0 +1,233 @@ +// Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. +// SPDX-License-Identifier: MIT-0 + +import { Stack, StackProps, Duration } from 'aws-cdk-lib'; +import { Construct } from 'constructs'; +import * as ec2 from "aws-cdk-lib/aws-ec2"; +import * as ecs from "aws-cdk-lib/aws-ecs"; +import * as ecs_patterns from "aws-cdk-lib/aws-ecs-patterns"; +import { DockerImageAsset } from 'aws-cdk-lib/aws-ecr-assets'; +import * as path from 'path'; +import * as s3 from 'aws-cdk-lib/aws-s3'; +import { NagSuppressions } from 'cdk-nag'; +import * as iam from 'aws-cdk-lib/aws-iam'; +import * as logs from 'aws-cdk-lib/aws-logs'; +import * as cdk from 'aws-cdk-lib'; +import * as elasticache from 'aws-cdk-lib/aws-elasticache'; +import * as cloudfront from 'aws-cdk-lib/aws-cloudfront'; +import * as origins from 'aws-cdk-lib/aws-cloudfront-origins'; + +export interface SimpleWebsocketChatProps extends StackProps { + // custom identity provider issuer URL + issuerEndpointUrl: string; +} +// Define a CDK stack +export class SimpleWebsocketChat extends Stack { + constructor(scope: Construct, id: string, props: SimpleWebsocketChatProps) { + super(scope, id, props); + + // Define a CloudFormation parameter for the issuer endpoint URL + const issuerEndpointUrl = new cdk.CfnParameter(this, 'IssuerEndpointUrl', { + type: 'String', + description: 'The URL of the issuer endpoint', + default: props.issuerEndpointUrl, + }); + + // Bucket for logging ELB and VPC access, and CloudFront logs + var loggingBucket = new s3.Bucket(this, 'SimpleWebSocketChatLogging', { + enforceSSL: true, + blockPublicAccess: s3.BlockPublicAccess.BLOCK_ALL, + encryption: s3.BucketEncryption.S3_MANAGED, + // enable ACL for CloudFront logging + accessControl: s3.BucketAccessControl.LOG_DELIVERY_WRITE + }); + + // Add cdk-nag exception to not have logging enabled for the logging bucket itself to avoid excessive amount of unneeded log files + NagSuppressions.addResourceSuppressions(loggingBucket, [ + { + id: 'AwsSolutions-S1', + reason: 'This is the logging bucket itself' + }, + ]); + + // VPC for our Fargate service, using 2 AZs to reduce the amount of NAT Gateways, feel free to use 3 for higher availability + const vpc = new ec2.Vpc(this, "MyVpc", { + maxAzs: 2 + }); + + // enable flow logs for the VPC + vpc.addFlowLog("VPCFlowLogs", { + destination: ec2.FlowLogDestination.toS3(loggingBucket, "node-js-fargate-api-vpc-flow-logs"), + trafficType: ec2.FlowLogTrafficType.REJECT + }); + + // ECS cluster to host the service in the VPC + const cluster = new ecs.Cluster(this, "MyCluster", { + vpc: vpc, + containerInsights: true + }); + + // Define a security group for our ECS service + const serviceSecurityGroup = new ec2.SecurityGroup(this, 'ServiceSecurityGroup', { + vpc: vpc, + description: 'Security group for ECS service', + allowAllOutbound: true + }); + + // Define a security group for our ElastiCache cluster + const cacheSecurityGroup = new ec2.SecurityGroup(this, 'CacheSecurityGroup', { + vpc: vpc, + description: 'Security group for ElastiCache cluster', + allowAllOutbound: true, + }); + + // Allow access from the ECS service security group to the cache security group + cacheSecurityGroup.connections.allowFrom(serviceSecurityGroup, ec2.Port.tcp(6379)); + + // Define a Serverless ElastiCache for Redis cluster to host our chats + const cfnServerlessCache = new elasticache.CfnServerlessCache(this, 'ServerlessChatCache', { + engine: 'redis', + serverlessCacheName: 'simple-websocket-chat-cache', + securityGroupIds: [cacheSecurityGroup.securityGroupId], + subnetIds: vpc.selectSubnets({ subnetType: ec2.SubnetType.PRIVATE_WITH_EGRESS }).subnetIds + }); + + // Define our container image with our custom Node.js server code + const containerAsset = new DockerImageAsset(this, 'SimpleWebsocketApp', { + directory: path.join(__dirname, '../SimpleWebsocketApp'), + }); + + // create task definition for our Fargate service + const taskDefinition = new ecs.FargateTaskDefinition(this, 'TaskDef', { + memoryLimitMiB: 2048, + cpu: 1024 + }); + // Set cpu and memory for Task definition + taskDefinition.addContainer('backendservice', { + image: ecs.ContainerImage.fromDockerImageAsset(containerAsset), + // Add environment variable with issuer endpoint + environment: { + ISSUER_ENDPOINT: issuerEndpointUrl.valueAsString, + REDIS_ENDPOINT: cfnServerlessCache.attrEndpointAddress + }, + portMappings: [ + { + containerPort: 80, + hostPort: 80, + protocol: ecs.Protocol.TCP + }, + { + containerPort: 8080, + hostPort: 8080, + protocol: ecs.Protocol.TCP + }], + logging: new ecs.AwsLogDriver({ + streamPrefix: 'SimpleWebsocketBackendService', + logRetention: logs.RetentionDays.ONE_MONTH + }) + }); + + // Add the X-ray daemon to the task definition + taskDefinition.addContainer('backendservice-xray', { + containerName: "xray-daemon", + image: ecs.ContainerImage.fromRegistry('amazon/aws-xray-daemon'), + portMappings: [ + { + hostPort: 2000, + containerPort: 2000, + protocol: ecs.Protocol.UDP + } + ], + logging: new ecs.AwsLogDriver({ + streamPrefix: 'XRayDaemon' + }), + memoryLimitMiB: 256, + cpu: 32 + }); + // Allow access to X-ray + taskDefinition.addToTaskRolePolicy( + new iam.PolicyStatement({ + actions: ['xray:PutTraceSegments', 'xray:PutTelemetryRecords'], + effect: iam.Effect.ALLOW, + resources: ['*'] + }) + ); + + NagSuppressions.addResourceSuppressions(taskDefinition, [ + { id: 'AwsSolutions-ECS2', reason: 'Task definition environment variables dont include any secrets or credentials.' } + ], true); + + NagSuppressions.addResourceSuppressions(taskDefinition, [ + { id: 'AwsSolutions-IAM5', reason: 'Using the standard ECS execution role from CDK, all custom access resource restricted.' } + ], true); + + // Create a load-balanced Fargate service and make it public + var fargateService = new ecs_patterns.ApplicationLoadBalancedFargateService(this, "FargateSampleNodeJsService", { + cluster: cluster, + cpu: 512, + desiredCount: 3, // We start with 3 nodes in the service for the test + taskDefinition: taskDefinition, + memoryLimitMiB: 1024, + publicLoadBalancer: true, + securityGroups: [serviceSecurityGroup], + listenerPort: 80 + }); + + // Set the target group health check port to 8080 that hosts our health check HTTP server + fargateService.targetGroup.configureHealthCheck({ + port: "8080" + }); + + // Allow access from the Service ALB security group to the ECS service 80 and 8080 ports + serviceSecurityGroup.connections.allowFrom(fargateService.loadBalancer, ec2.Port.tcp(80)); + serviceSecurityGroup.connections.allowFrom(fargateService.loadBalancer, ec2.Port.tcp(8080)); + + // Add security group access to port 80 on the load balancer + fargateService.loadBalancer.connections.allowFromAnyIpv4(ec2.Port.tcp(80)); + // Add security group access to port 80 on the service from the load balancer + fargateService.service.connections.allowFrom(fargateService.loadBalancer, ec2.Port.tcp(80)); + + // Setup scaling based on CPU load for the service scaling between 3 and 10 Tasks + // NOTE: You would set an appropriate maximum here to match your game's traffic! + const scalableTaskCount = fargateService.service.autoScaleTaskCount({ + minCapacity: 3, + maxCapacity: 10 + }); + scalableTaskCount.scaleOnCpuUtilization('CpuUtilizationScaling', { + targetUtilizationPercent: 80 // We're running individual tasks up to 80% CPU utilization before scaling out + }); + + // enable acess logs for the Fargate service ELB + fargateService.loadBalancer.logAccessLogs(loggingBucket, "node-js-fargate-api-logs"); + + // Define the fargate service load balancer origin with HTTP only + // NOTE: You would likely use HTTPS, your own domain and a certificate on the load balancer in a production environment + const origin = new origins.LoadBalancerV2Origin(fargateService.loadBalancer, { + protocolPolicy: cloudfront.OriginProtocolPolicy.HTTP_ONLY + }); + + // Add a CloudFront distribution for the Fargate service + const distribution = new cloudfront.Distribution(this, 'WebsocketCloudfront', { + enableLogging: true, + minimumProtocolVersion: cloudfront.SecurityPolicyProtocol.TLS_V1_2_2021, + logBucket: loggingBucket, + defaultBehavior: { + origin: origin, + originRequestPolicy: cloudfront.OriginRequestPolicy.ALL_VIEWER + }, + + }); + NagSuppressions.addResourceSuppressions(distribution, [ + { id: 'AwsSolutions-CFR4', reason: 'TLS v.1.2 already set' }, + { id: 'AwsSolutions-CFR5', reason: "We don't use certificates on the ALB by default, but customers can add them to enable TLS from CloudFront to origin" } + ], true); + + // Add a CloudFormation Output for the distribution + new cdk.CfnOutput(this, 'WebSocketEndpoint', { + value: "wss://"+distribution.domainName, + description: 'The distribution Websocket endpoint', + exportName: 'WebSocketEndpoint', + }); + + } +} \ No newline at end of file diff --git a/BackendFeatures/SimpleWebsocketChat/package-lock.json b/BackendFeatures/SimpleWebsocketChat/package-lock.json new file mode 100644 index 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"node": ">=6" + } + } + } +} diff --git a/BackendFeatures/SimpleWebsocketChat/package.json b/BackendFeatures/SimpleWebsocketChat/package.json new file mode 100644 index 0000000..da8339a --- /dev/null +++ b/BackendFeatures/SimpleWebsocketChat/package.json @@ -0,0 +1,34 @@ +{ + "name": "simple_websocket_chat", + "version": "0.1.0", + "bin": { + "backend_component_samples": "bin/simple_websocket_chat.js" + }, + "scripts": { + "build": "tsc", + "watch": "tsc -w", + "test": "jest", + "cdk": "cdk" + }, + "devDependencies": { + "@types/jest": "^27.5.2", + "@types/node": "10.17.27", + "@types/prettier": "2.6.0", + "aws-cdk": "2.31.0", + "jest": "^27.5.1", + "ts-jest": "^27.1.4", + "ts-node": "^10.8.1", + "typescript": "~3.9.7" + }, + "dependencies": { + "@aws-cdk/aws-apigatewayv2-alpha": "^2.103.1-alpha.0", + "@aws-cdk/aws-apigatewayv2-authorizers-alpha": "^2.103.1-alpha.0", + "@aws-cdk/aws-apigatewayv2-integrations-alpha": "^2.103.1-alpha.0", + "aws-cdk-lib": "^2.114.0", + "cdk": "^2.114.1", + "cdk-nag": "^2.27.210", + "constructs": "^10.0.0", + "redis": "^4.6.13", + "source-map-support": "^0.5.21" + } +} diff --git a/BackendFeatures/SimpleWebsocketChat/tsconfig.json b/BackendFeatures/SimpleWebsocketChat/tsconfig.json new file mode 100644 index 0000000..9f8e8be --- /dev/null +++ b/BackendFeatures/SimpleWebsocketChat/tsconfig.json @@ -0,0 +1,30 @@ +{ + "compilerOptions": { + "target": "ES2018", + "module": "commonjs", + "lib": [ + "es2018" + ], + "declaration": true, + "strict": true, + "noImplicitAny": true, + "strictNullChecks": true, + "noImplicitThis": true, + "alwaysStrict": true, + "noUnusedLocals": false, + "noUnusedParameters": false, + "noImplicitReturns": true, + "noFallthroughCasesInSwitch": false, + "inlineSourceMap": true, + "inlineSources": true, + "experimentalDecorators": true, + "strictPropertyInitialization": false, + "typeRoots": [ + "./node_modules/@types" + ] + }, + "exclude": [ + "node_modules", + "cdk.out" + ] +} diff --git a/README.md b/README.md index ba9fbb2..29f0d31 100644 --- a/README.md +++ b/README.md @@ -27,9 +27,10 @@ The framework consists of four key components: * Custom identity component, that can be deployed with AWS Cloud Development Kit. Supports __guest identities__, __Steam__, __Sign in with Apple__, __Google Play__, and __Facebook__. * Lightweight game engine SDK:s for __Unreal Engine 5__, __Unity 2021 (and up)__, and __Godot 4__ * Sample backend component templates showcasing simple player data management to get started with backend feature development -* Backend Features for specific use cases (such as **Amazon GameLift integration** and **Databricks Delta Lake integration**) +* Backend Features for specific use cases (such as **Amazon GameLift integration**, **WebSocket Chat**, and **Databricks Delta Lake integration**) +* SDK support for both **REST API** and **WebSocket** integrations between game client and your backend -The currently supported engines include Unity, Unreal Engine 5, and Godot 4, but as the features are exposed as REST API:s, you can easily integrate the identity component and custom backend components to any game engine of choice. +The currently supported engines include Unity, Unreal Engine 5, and Godot 4, but as the features are exposed as REST API:s or WebSocket connections, you can easily integrate the identity component and custom backend components to any game engine of choice. The currently supported login options for the identity component include __guest identities__, __Steam__, __Sign in with Apple__, __Google Play__, and __Facebook__. Using these integrations as a template, it's possible to add other platforms such as console identity systems and other PC game stores. @@ -73,6 +74,7 @@ Once the build is successful, you're all set to test! You can jump right into [T * **Backend Features** * Full backend feature implementations for different use cases * See the [Amazon GameLift Integration Readme](BackendFeatures/AmazonGameLiftIntegration/README.md) for details on the Amazon GameLift integration + * See the [Simple WebSocket Chat Readme](BackendFeatures/SimpleWebsocketChat/Readme.md) for details on the WebSocket-based chat implementation * See the [Databricks Delta Lake Integration Readme](BackendFeatures/DeltaLakeIntegration/README.md) for details on the Databrics Delta Lake integration * **Unreal Engine 5 Samples with AWS Game SDK** (`UnrealSample` folder contains [Readme](UnrealSample/README.md)) * Unreal Engine 5 version of the AWS Game SDK and sample levels for integration with different identity providers @@ -84,6 +86,10 @@ Once the build is successful, you're all set to test! You can jump right into [T * Godot 4 version of the AWS Game SDK and sample scenes for integration with different identity providers * For SDK details see the [Godot 4 SDK Overview](GodotSample/README.md#sdk-overview) +**Note on VPC implementation of the components and features:** + +All components and features that require a VPC deploy their own, which includes resources such as NAT Gateways that generate cost. This makes it easy to test the features, but you likely want to share a VPC between multiple components and provide that as a parameter to the different CDK applications. + **High Level Architecture** ![High Level Reference Architecture](highlevelarchitecture.png) @@ -138,7 +144,7 @@ See the [Godot 4 SDK Readme](GodotSample/README.md#unity-integration-samples) fo ## 4. Optional: Deploy some of the Backend Features -After validating your deployment, you can test some of the backend features, such as [Amazon GameLift Integration](BackendFeatures/AmazonGameLiftIntegration/README.md) for building global multiplayer game backends and game server hosting. +After validating your deployment, you can test some of the backend features, such as [Amazon GameLift Integration](BackendFeatures/AmazonGameLiftIntegration/README.md) for building global multiplayer game backends and game server hosting, or [Simple WebSocket Chat ](BackendFeature/SimpleWebsocketChat/Readme.md) for a WebSocket-based chat implementation. # Governance diff --git a/UnitySample/Assets/AWSGameSDK/WebsocketClient.cs b/UnitySample/Assets/AWSGameSDK/WebsocketClient.cs new file mode 100644 index 0000000..03d304d --- /dev/null +++ b/UnitySample/Assets/AWSGameSDK/WebsocketClient.cs @@ -0,0 +1,78 @@ +using System; +using System.Collections; +using System.Net.WebSockets; +using System.Text; +using System.Threading; +using System.Threading.Tasks; +using UnityEngine; +using System.IO; + +public class WebsocketClient : MonoBehaviour +{ + private ClientWebSocket webSocket; + + private async void Start() + { + } + + public async Task CreateWebSocketConnection(string ServerUrl, string AuthToken, Action callback) + { + webSocket = new ClientWebSocket(); + try + { + await webSocket.ConnectAsync(new Uri(ServerUrl+"/?auth_token="+AuthToken), CancellationToken.None); + Debug.Log("WebSocket connection opened."); + + // Start the threads for Send and receive + Task.Run(() => ReceiveLoop(callback)); + } + catch (Exception ex) + { + Debug.LogError($"WebSocket error: {ex.Message}"); + } + } + + private async Task ReceiveLoop(Action callback) + { + var buffer = new ArraySegment(new byte[1024]); + while (webSocket.State == WebSocketState.Open) + { + WebSocketReceiveResult result; + using (var ms = new MemoryStream()) + { + do + { + result = await webSocket.ReceiveAsync(buffer, CancellationToken.None); + ms.Write(buffer.Array, buffer.Offset, result.Count); + } while (!result.EndOfMessage); + + ms.Seek(0, SeekOrigin.Begin); + using (var reader = new StreamReader(ms, Encoding.UTF8)) + { + var message = reader.ReadToEnd(); + Debug.Log($"Received message from server: {message}"); + + // Trigger the callback + callback(message); + } + } + } + } + + public bool SendMessage(string message) + { + try { + var buffer = Encoding.UTF8.GetBytes(message); + webSocket.SendAsync(new ArraySegment(buffer, 0, buffer.Length), WebSocketMessageType.Text, true, CancellationToken.None); + }catch(Exception e){ + Debug.Log(e); + return false; + } + return true; + } + + private void OnApplicationQuit() + { + webSocket?.Abort(); + } +} \ No newline at end of file diff --git a/UnitySample/Assets/AWSGameSDK/WebsocketClient.cs.meta b/UnitySample/Assets/AWSGameSDK/WebsocketClient.cs.meta new file mode 100644 index 0000000..d94ee46 --- /dev/null +++ b/UnitySample/Assets/AWSGameSDK/WebsocketClient.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6e840642e191b4b8882604473974c9f5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/UnitySample/Assets/BackendFeatures/SimpleWebsocketChat.meta b/UnitySample/Assets/BackendFeatures/SimpleWebsocketChat.meta new file mode 100644 index 0000000..9844f5e --- /dev/null +++ b/UnitySample/Assets/BackendFeatures/SimpleWebsocketChat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a62603cf00eaa47ecb69e60f346d9d99 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/UnitySample/Assets/BackendFeatures/SimpleWebsocketChat/ChatSerializationClasses.cs b/UnitySample/Assets/BackendFeatures/SimpleWebsocketChat/ChatSerializationClasses.cs new file mode 100644 index 0000000..de78720 --- /dev/null +++ b/UnitySample/Assets/BackendFeatures/SimpleWebsocketChat/ChatSerializationClasses.cs @@ -0,0 +1,46 @@ + +using UnityEngine; +using System; + +[Serializable] +public class UserNameData { + public string username; +} + +[Serializable] +public class SetUserNameRequest +{ + public string type; + // Define the payload as a + public UserNameData payload; +} + +[Serializable] +public class ChannelData +{ + public string channel; +} + +[Serializable] +public class ChannelRequest +{ + public string type; + // Define the payload as a + public ChannelData payload; +} + +[Serializable] +public class MessageData +{ + public string message; + public string channel; +} + +[Serializable] +public class SendMessageRequest +{ + public string type; + // Define the payload as a + public MessageData payload; +} + diff --git a/UnitySample/Assets/BackendFeatures/SimpleWebsocketChat/ChatSerializationClasses.cs.meta b/UnitySample/Assets/BackendFeatures/SimpleWebsocketChat/ChatSerializationClasses.cs.meta new file mode 100644 index 0000000..bf79532 --- /dev/null +++ b/UnitySample/Assets/BackendFeatures/SimpleWebsocketChat/ChatSerializationClasses.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4526ccd039cef499cb8cad366e83563a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/UnitySample/Assets/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketChat.cs b/UnitySample/Assets/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketChat.cs new file mode 100644 index 0000000..5497fa9 --- /dev/null +++ b/UnitySample/Assets/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketChat.cs @@ -0,0 +1,216 @@ +// Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. +// SPDX-License-Identifier: MIT-0 + +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class SimpleWebsocketChat : MonoBehaviour +{ + public string loginEndpointUrl; + public string websocketEndpointUrl; + public Text logOutput; + + WebsocketClient websocketClient; + + // UI Fields and buttons + public InputField usernameInput; + public InputField JoinChannelInput; + public InputField ChannelNameInput; + public InputField SendMessageInput; + public Button SetUserNameButton; + public Button JoinChannelButton; + public Button LeaveChannelButton; + public Button SendMessageButton; + + + // A list of messages received from the server + private List messages = new List(); + private float messageTimer = 0.0f; + + private bool connected = false; + + // Start is called before the first frame update + void Start() + { + // Find the Websocket Client + this.websocketClient = GameObject.Find("WebsocketClient").GetComponent(); + + // Set the login endpoint + Debug.Log("Setting login endpoint"); + AWSGameSDKClient.Instance.Init(loginEndpointUrl, this.OnLoginOrRefreshError); + + // If we have existing identity, request auth token for that + if(PlayerPrefs.GetString("user_id", "") != "" && PlayerPrefs.GetString("guest_secret", "") != "") + { + Debug.Log("Requesting auth token for existing identity: " + PlayerPrefs.GetString("user_id")); + this.logOutput.text += "Requesting auth token for existing identity: " + PlayerPrefs.GetString("user_id") + "\n"; + + AWSGameSDKClient.Instance.LoginAsGuest(PlayerPrefs.GetString("user_id"), PlayerPrefs.GetString("guest_secret"), this.OnLoginResponse); + } + else + { + Debug.Log("Requesting new identity"); + this.logOutput.text += "Requesting new identity\n"; + AWSGameSDKClient.Instance.LoginAsNewGuestUser(this.OnLoginResponse); + } + + // Set the callbacks for the UI buttons + this.SetUserNameButton.onClick.AddListener(this.SetUserName); + this.JoinChannelButton.onClick.AddListener(this.JoinChannel); + this.SendMessageButton.onClick.AddListener(this.SendMessage); + this.LeaveChannelButton.onClick.AddListener(this.LeaveChannel); + } + + // Define the callbacks for the UI buttons + void SetUserName() + { + // If name field is empty, return + if (this.usernameInput.text == "") + { + Debug.Log("Username field is empty"); + this.logOutput.text += "Username field is empty\n"; + return; + } + + Debug.Log("Setting username to: " + this.usernameInput.text); + this.logOutput.text += "Setting username to: " + this.usernameInput.text + "\n"; + + // Define the SetUserNameRequest + SetUserNameRequest request = new SetUserNameRequest(); + request.type = "set-name"; + request.payload = new UserNameData(); + request.payload.username = this.usernameInput.text; + // Send the set-name command over JSON to the server + this.websocketClient.SendMessage(JsonUtility.ToJson(request)); + + //AWSGameSDKClient.Instance.SetUsername(this.usernameInput.text); + } + + void JoinChannel() + { + // If channel field is empty, return + if (this.JoinChannelInput.text == "") + { + Debug.Log("Channel field is empty"); + this.logOutput.text += "Channel field is empty\n"; + return; + } + + Debug.Log("Joining channel: " + this.JoinChannelInput.text); + this.logOutput.text += "Joining channel: " + this.JoinChannelInput.text + "\n"; + + // Define the ChannelRequest and send over websocket + ChannelRequest request = new ChannelRequest(); + request.type = "join"; + request.payload = new ChannelData(); + request.payload.channel = this.JoinChannelInput.text; + this.websocketClient.SendMessage(JsonUtility.ToJson(request)); + } + + void LeaveChannel() + { + // If channel field is empty, return + if (this.JoinChannelInput.text == "") + { + Debug.Log("Channel field is empty"); + this.logOutput.text += "Channel field is empty\n"; + return; + } + + Debug.Log("Leaving channel: " + this.JoinChannelInput.text); + this.logOutput.text += "Leaving channel: " + this.JoinChannelInput.text + "\n"; + + // Define the ChannelRequest and send over websocket + ChannelRequest request = new ChannelRequest(); + request.type = "leave"; + request.payload = new ChannelData(); + request.payload.channel = this.JoinChannelInput.text; + this.websocketClient.SendMessage(JsonUtility.ToJson(request)); + } + + void SendMessage() + { + // If channel field is empty, return + if (this.ChannelNameInput.text == "") + { + Debug.Log("Channel field is empty"); + this.logOutput.text += "Channel field is empty\n"; + return; + } + + // If message field is empty, return + if (this.SendMessageInput.text == "") + { + Debug.Log("Message field is empty"); + this.logOutput.text += "Message field is empty\n"; + return; + } + + Debug.Log("Sending message to channel: " + this.ChannelNameInput.text); + this.logOutput.text += "Sending message to channel: " + this.ChannelNameInput.text + "\n"; + + // Define the MessageRequest and send over websocket + SendMessageRequest request = new SendMessageRequest(); + request.type = "message"; + request.payload = new MessageData(); + request.payload.channel = this.ChannelNameInput.text; + request.payload.message = this.SendMessageInput.text; + this.websocketClient.SendMessage(JsonUtility.ToJson(request)); + } + + // Update is called once per frame + void Update() + { + //Iterate through the messages and add them to the logOutput + foreach (string message in this.messages) + { + this.logOutput.text += message + "\n"; + } + // Clean up the messages list + this.messages.Clear(); + + // Remove the first line from the log output if it's longer than 20 lines + if (this.logOutput.text.Split('\n').Length > 20) + { + this.logOutput.text = this.logOutput.text.Substring(this.logOutput.text.IndexOf('\n') + 1); + } + } + + // Triggered by the SDK if there's any login error or error refreshing access token + void OnLoginOrRefreshError(string error) + { + Debug.LogError("Login or refresh error: " + error); + this.logOutput.text += "Login or refresh error: " + error + "\n"; + + // NOTE: You would here trigger a new log in or other remediation + } + + async void OnLoginResponse(LoginRequestData userInfo) + { + Debug.Log("Login response: UserID: " + userInfo.user_id + "GuestSecret: " + userInfo.guest_secret); + this.logOutput.text += "Login response: \nUserID: " + userInfo.user_id + " \nGuestSecret: " + + userInfo.guest_secret + "\n"; + + // Store identity to PlayerPrefs + PlayerPrefs.SetString("user_id", userInfo.user_id); + PlayerPrefs.SetString("guest_secret", userInfo.guest_secret); + PlayerPrefs.Save(); + + // Create the Websocket client, TODO: Could optimally be managed by the SDK with callbacks! + //AWSGameSDKClient.Instance.InitWebsocketClient(websocketEndpointUrl, userInfo.auth_token, this.OnWebsocketError); + websocketClient.CreateWebSocketConnection(this.websocketEndpointUrl, userInfo.auth_token, this.OnWebsocketMessage); + + } 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0000000..71316e8 --- /dev/null +++ b/UnitySample/Assets/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketChat.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: e4715b67ec12c49ca9bb9a3fab485fd7 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/UnitySample/Packages/manifest.json b/UnitySample/Packages/manifest.json index 2257786..71be6fd 100644 --- a/UnitySample/Packages/manifest.json +++ b/UnitySample/Packages/manifest.json @@ -9,6 +9,7 @@ "com.unity.test-framework": "1.1.33", "com.unity.textmeshpro": "3.0.6", "com.unity.timeline": "1.7.6", + "com.unity.toolchain.macos-arm64-linux-x86_64": "2.0.0", "com.unity.ugui": "1.0.0", "com.unity.visualscripting": "1.9.1", "com.unity.modules.ai": "1.0.0", diff --git a/UnitySample/Packages/packages-lock.json b/UnitySample/Packages/packages-lock.json index d10a9e0..8b98ea6 100644 --- a/UnitySample/Packages/packages-lock.json +++ b/UnitySample/Packages/packages-lock.json @@ -183,6 +183,22 @@ "dependencies": {}, "url": "https://packages.unity.com" }, + "com.unity.sysroot": { + "version": "2.0.7", + "depth": 1, + "source": "registry", + "dependencies": {}, + "url": "https://packages.unity.com" + }, + "com.unity.sysroot.linux-x86_64": { + "version": "2.0.6", + "depth": 1, + "source": "registry", + "dependencies": { + "com.unity.sysroot": "2.0.7" + }, + "url": "https://packages.unity.com" + }, "com.unity.test-framework": { "version": "1.1.33", "depth": 0, @@ -215,6 +231,16 @@ }, "url": "https://packages.unity.com" }, + "com.unity.toolchain.macos-arm64-linux-x86_64": { + "version": "2.0.0", + "depth": 0, + "source": "registry", + "dependencies": { + "com.unity.sysroot": "2.0.7", + "com.unity.sysroot.linux-x86_64": "2.0.6" + }, + "url": "https://packages.unity.com" + }, "com.unity.ugui": { "version": "1.0.0", "depth": 0, diff --git a/UnitySample/README.md b/UnitySample/README.md index 8d53e23..07d4c84 100644 --- a/UnitySample/README.md +++ b/UnitySample/README.md @@ -34,6 +34,8 @@ public void BackendGetRequest(string url, string resource, Action callback, string body) ``` +In addition, there is a `WebSocketClient.cs` class that supports setting up authenticated two-way WebSocket connections between your game client and backend. See the [Simple WebSocket Chat](../BackendFeatures/SimpleWebsocketChat/Readme.md) for an example of utilizing WebSocket connections. + ## Adding the SDK to an existing project To add the SDK to an existing project: diff --git a/UnrealSample/Content/BackendFeatures/SimpleWebsocketChat.umap b/UnrealSample/Content/BackendFeatures/SimpleWebsocketChat.umap new file mode 100644 index 0000000..73cc1b5 Binary files /dev/null and b/UnrealSample/Content/BackendFeatures/SimpleWebsocketChat.umap differ diff --git a/UnrealSample/README.md b/UnrealSample/README.md index ed63872..1b77baf 100644 --- a/UnrealSample/README.md +++ b/UnrealSample/README.md @@ -40,6 +40,9 @@ void LinkFacebookIdToCurrentUser(const FString& facebookAccessToken, const FStri void LoginWithRefreshToken(const FString& refreshToken, FLoginComplete callback); void RefreshAccessToken(FLoginComplete callback); ``` + +In addition, there is a `WebSocketClient.cpp` class that supports setting up authenticated two-way WebSocket connections between your game client and backend. See the [Simple WebSocket Chat](../BackendFeatures/SimpleWebsocketChat/Readme.md) for an example of utilizing WebSocket connections. + ## Adding the SDK to an existing project To add the SDK to an existing project: diff --git a/UnrealSample/Source/UnrealSample/AWSGameSDK/WebSocketClient.cpp b/UnrealSample/Source/UnrealSample/AWSGameSDK/WebSocketClient.cpp new file mode 100644 index 0000000..9f7ce16 --- /dev/null +++ b/UnrealSample/Source/UnrealSample/AWSGameSDK/WebSocketClient.cpp @@ -0,0 +1,61 @@ +// Implement WebsocketClient.cpp with constructor and destructor +#include "WebsocketClient.h" +#include "CoreMinimal.h" +#include "WebSocketsModule.h" +#include "IWebSocket.h" +#include + +// Constructor that receives auth token and connection endpoint and sets up the WebSocket +WebSocketClient::WebSocketClient(const FString& authToken, const FString& endpoint, FOnMessageReceived callback) { + + // Set the callback for messages + this->callback = callback; + + // Generate a connection url with auth token passed + const FString ServerURL = endpoint+"/?auth_token="+*authToken; + const FString ServerProtocol = TEXT("wss"); + + // Create the WebSocket + this->Socket = FWebSocketsModule::Get().CreateWebSocket(ServerURL, ServerProtocol); + + // Bind our message handler + Socket->OnMessage().AddRaw(this, &WebSocketClient::OnMessageReceived); + + + // Optional bindings you can define + Socket->OnConnected().AddLambda([]() -> void { + // Add code that would run once connected. + }); + + Socket->OnConnectionError().AddLambda([](const FString & Error) -> void { + // Add code that would run if the connection failed. Check Error to see what happened. + }); + + Socket->OnClosed().AddLambda([](int32 StatusCode, const FString& Reason, bool bWasClean) -> void { + // Add code that would run when the connection to the server has been terminated. + // Because of an error or a call to Socket->Close(). + }); + + Socket->OnRawMessage().AddLambda([](const void* Data, SIZE_T Size, SIZE_T BytesRemaining) -> void { + // Add code that would run when we receive a raw (binary) message from the server. + }); + + Socket->OnMessageSent().AddLambda([](const FString& MessageString) -> void { + // Add code that is called after we sent a message to the server. + }); + + // Now that we have the bindings, connect to the server + Socket->Connect(); +} + +void WebSocketClient::OnMessageReceived(const FString & Message) { + + // Call the callback function with the received message + this->callback.ExecuteIfBound(Message); +} + +void WebSocketClient::SendMessage(const FString& message) { + + // Send the message through the WebSocket + this->Socket->Send(message); +} diff --git a/UnrealSample/Source/UnrealSample/AWSGameSDK/WebSocketClient.h b/UnrealSample/Source/UnrealSample/AWSGameSDK/WebSocketClient.h new file mode 100644 index 0000000..a6146df --- /dev/null +++ b/UnrealSample/Source/UnrealSample/AWSGameSDK/WebSocketClient.h @@ -0,0 +1,21 @@ +// A Websocket client class with authentication and callback mechanisms + +#pragma once + +#include "CoreMinimal.h" +#include "IWebSocket.h" + +class WebSocketClient { +public: + DECLARE_DELEGATE_OneParam(FOnMessageReceived, const FString&); + // Constructor that receives an auth_token and a connection endpoint + WebSocketClient(const FString& authToken, const FString& endpoint, FOnMessageReceived callback); + void SendMessage(const FString& message); + +private: + + TSharedPtr Socket; + FOnMessageReceived callback; + + void OnMessageReceived(const FString& message); +}; \ No newline at end of file diff --git a/UnrealSample/Source/UnrealSample/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketChat.cpp b/UnrealSample/Source/UnrealSample/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketChat.cpp new file mode 100644 index 0000000..3dfa695 --- /dev/null +++ b/UnrealSample/Source/UnrealSample/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketChat.cpp @@ -0,0 +1,182 @@ +// Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. SPDX-License-Identifier: MIT-0 + + +#include "SimpleWebsocketChat.h" +#include "../../AWSGameSDK/AWSGameSDK.h" +#include "../../AWSGameSDK/WebSocketClient.h" +#include "../../PlayerDataSave.h" +#include "Engine/World.h" +#include "Kismet/GameplayStatics.h" +#include "../../PlayerDataManager.h" +#include "HttpModule.h" +#include "Interfaces/IHttpRequest.h" +#include "Interfaces/IHttpResponse.h" +#include "GenericPlatform/GenericPlatformHttp.h" + +//#include "WebSocketsModule.h" +//#include "IWebSocket.h" + +#include +#include +#include +#include + +// MAIN CLASS + +// Sets default values for this component's properties +USimpleWebsocketChat::USimpleWebsocketChat() +{ + // Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features + // off to improve performance if you don't need them. + PrimaryComponentTick.bCanEverTick = true; + + // ... +} + +// Called when the game starts +void USimpleWebsocketChat::BeginPlay() +{ + Super::BeginPlay(); + + // Get the subsystems + UGameInstance* GameInstance = Cast(UGameplayStatics::GetGameInstance(GetWorld())); + UAWSGameSDK* AWSGameSDK = GameInstance->GetSubsystem(); + UPlayerDataManager* PlayerDataManager = GameInstance->GetSubsystem(); + + // Init with the login endpoint defined in the Editor and a callback to handle errors for logging in and refresh + AWSGameSDK->Init(this->m_loginEndpoint); + AWSGameSDK->OnLoginFailure.AddUObject(this, &USimpleWebsocketChat::OnLoginOrRefreshErrorCallback); + + // Define the OnLoginResult callback + UAWSGameSDK::FLoginComplete loginCallback; + loginCallback.BindUObject(this, &USimpleWebsocketChat::OnLoginResultCallback); + + // Get player data if we have any + auto playerData = PlayerDataManager->LoadGameData(); + + // If not saved player data, login as a new player + if(playerData == nullptr){ + UE_LOG(LogTemp, Display, TEXT("No player data yet, request a new identity")); + if(GEngine) + GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Black, TEXT("No player data yet, request a new identity")); + + // Login as a guest user + AWSGameSDK->LoginAsNewGuestUser(loginCallback); + } + else { + UE_LOG(LogTemp, Display, TEXT("Existing player data\n user_id: %s \n guest_secret: %s"), *playerData->UserId, *playerData->GuestSecret); + if(GEngine) + GEngine->AddOnScreenDebugMessage(-1, 30.0f, FColor::Black, FString::Printf(TEXT("Existing player data\n user_id: %s \n guest_secret: %s"), *playerData->UserId, *playerData->GuestSecret),false, FVector2D(1.5f,1.5f)); + + AWSGameSDK->LoginAsGuestUser(playerData->UserId, playerData->GuestSecret, loginCallback); + } +} + +// Called every frame +void USimpleWebsocketChat::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) +{ + Super::TickComponent(DeltaTime, TickType, ThisTickFunction); +} + +// Called when there is an error with login or token refresh. You will need to handle logging in again here +void USimpleWebsocketChat::OnLoginOrRefreshErrorCallback(const FString& errorMessage){ + UE_LOG(LogTemp, Display, TEXT("Received login error: %s \n"), *errorMessage); + if(GEngine) + GEngine->AddOnScreenDebugMessage(-1, 30.0f, FColor::Red, FString::Printf(TEXT("Received login error: \n %s \n"), *errorMessage), false, FVector2D(1.5f,1.5f)); + + // NOTE: You will need to handle logging in again here +} + +// Called when login is done +void USimpleWebsocketChat::OnLoginResultCallback(const UserInfo& userInfo){ + UE_LOG(LogTemp, Display, TEXT("Received login response: %s \n"), *userInfo.ToString()); + if(GEngine) + GEngine->AddOnScreenDebugMessage(-1, 30.0f, FColor::Black, FString::Printf(TEXT("Received login response: \n %s \n"), *userInfo.user_id), false, FVector2D(1.5f,1.5f)); + + // Save the player data + UGameInstance* GameInstance = Cast(UGameplayStatics::GetGameInstance(GetWorld())); + UPlayerDataManager* PlayerDataManager = GameInstance->GetSubsystem(); + PlayerDataManager->SaveGameData(userInfo.user_id, userInfo.guest_secret); + + // Create a new WebSocket and bind callback + WebSocketClient::FOnMessageReceived messageCallback; + messageCallback.BindUObject(this, &USimpleWebsocketChat::OnMessageReceived); + this->m_webSocketClient = new WebSocketClient(userInfo.auth_token, this->m_websocketEndpointUrl, messageCallback); + + // Test the Websocket client + this->SetUserName("John Doe"); + this->JoinChannel("global"); + this->SendMessage("global", "Hello, World!"); + this->LeaveChannel("global"); +} + +void USimpleWebsocketChat::OnMessageReceived(const FString& message){ + + // Show the message + UE_LOG(LogTemp, Display, TEXT("Received message: %s \n"), *message); + if(GEngine) + GEngine->AddOnScreenDebugMessage(-1, 30.0f, FColor::Black, FString::Printf(TEXT("Received message: \n %s \n"), *message), false, FVector2D(1.5f, 1.5f)); +} + +// Websocket messages + +void USimpleWebsocketChat::SetUserName(const FString& username){ + + // Create a JSON object for the set-name message + TSharedPtr JsonMessage = MakeShareable(new FJsonObject()); + JsonMessage->SetStringField("type", "set-name"); + TSharedPtr JsonPayload = MakeShareable(new FJsonObject()); + JsonPayload->SetStringField("username", username); + JsonMessage->SetObjectField("payload", JsonPayload); + FString JsonString; + TSharedRef> JsonWriter = TJsonWriterFactory<>::Create(&JsonString); + FJsonSerializer::Serialize(JsonMessage.ToSharedRef(), JsonWriter); + + this->m_webSocketClient->SendMessage(JsonString); +} + +void USimpleWebsocketChat::JoinChannel(const FString& channelName){ + + // Create a JSON object for the join-channel message + TSharedPtr JsonMessage = MakeShareable(new FJsonObject()); + JsonMessage->SetStringField("type", "join"); + TSharedPtr JsonPayload = MakeShareable(new FJsonObject()); + JsonPayload->SetStringField("channel", channelName); + JsonMessage->SetObjectField("payload", JsonPayload); + FString JsonString; + TSharedRef> JsonWriter = TJsonWriterFactory<>::Create(&JsonString); + FJsonSerializer::Serialize(JsonMessage.ToSharedRef(), JsonWriter); + + this->m_webSocketClient->SendMessage(JsonString); +} + +void USimpleWebsocketChat::LeaveChannel(const FString& channelName){ + + // Create a JSON object for the leave-channel message + TSharedPtr JsonMessage = MakeShareable(new FJsonObject()); + JsonMessage->SetStringField("type", "leave"); + TSharedPtr JsonPayload = MakeShareable(new FJsonObject()); + JsonPayload->SetStringField("channel", channelName); + JsonMessage->SetObjectField("payload", JsonPayload); + FString JsonString; + TSharedRef> JsonWriter = TJsonWriterFactory<>::Create(&JsonString); + FJsonSerializer::Serialize(JsonMessage.ToSharedRef(), JsonWriter); + + this->m_webSocketClient->SendMessage(JsonString); +} + +void USimpleWebsocketChat::SendMessage(const FString& channelName, const FString& message){ + + // Create a JSON object for the send-message message + TSharedPtr JsonMessage = MakeShareable(new FJsonObject()); + JsonMessage->SetStringField("type", "message"); + TSharedPtr JsonPayload = MakeShareable(new FJsonObject()); + JsonPayload->SetStringField("channel", channelName); + JsonPayload->SetStringField("message", message); + JsonMessage->SetObjectField("payload", JsonPayload); + FString JsonString; + TSharedRef> JsonWriter = TJsonWriterFactory<>::Create(&JsonString); + FJsonSerializer::Serialize(JsonMessage.ToSharedRef(), JsonWriter); + + this->m_webSocketClient->SendMessage(JsonString); +} \ No newline at end of file diff --git a/UnrealSample/Source/UnrealSample/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketChat.h b/UnrealSample/Source/UnrealSample/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketChat.h new file mode 100644 index 0000000..6c964be --- /dev/null +++ b/UnrealSample/Source/UnrealSample/BackendFeatures/SimpleWebsocketChat/SimpleWebsocketChat.h @@ -0,0 +1,48 @@ +// Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. SPDX-License-Identifier: MIT-0 + +#pragma once + +#include "CoreMinimal.h" +#include "Components/ActorComponent.h" +#include "../../AWSGameSDK/AWSGameSDK.h" +#include "../../AWSGameSDK/WebSocketClient.h" +#include "SimpleWebsocketChat.generated.h" + + +UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) ) +class UNREALSAMPLE_API USimpleWebsocketChat : public UActorComponent +{ + GENERATED_BODY() + +public: + // Sets default values for this component's properties + USimpleWebsocketChat(); + + void OnLoginResultCallback(const UserInfo& userInfo); + void OnLoginOrRefreshErrorCallback(const FString& error); + + void OnMessageReceived(const FString& message); + + UPROPERTY(EditAnywhere) + FString m_loginEndpoint; + UPROPERTY(EditAnywhere) + FString m_websocketEndpointUrl; + +protected: + // Called when the game starts + virtual void BeginPlay() override; + +public: + // Called every frame + virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override; + + void SetUserName(const FString& userName); + void JoinChannel(const FString& channelName); + void LeaveChannel(const FString& channelName); + void SendMessage(const FString& channelName, const FString& message); + + WebSocketClient *m_webSocketClient; + +private: + +}; diff --git a/UnrealSample/Source/UnrealSample/UnrealSample.Build.cs b/UnrealSample/Source/UnrealSample/UnrealSample.Build.cs index cd45e84..ca391e0 100644 --- a/UnrealSample/Source/UnrealSample/UnrealSample.Build.cs +++ b/UnrealSample/Source/UnrealSample/UnrealSample.Build.cs @@ -9,7 +9,7 @@ public UnrealSample(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; - PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore","Http", "Json", "JsonUtilities" }); + PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore","Http", "Json", "JsonUtilities", "WebSockets" }); PrivateDependencyModuleNames.AddRange(new string[] { });