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Auto-start server-workers

Out of the box, the GDK for Unreal uses a single Unreal server-worker type to handle all the game’s server-side computation. This document assumes you are using the default single Unreal server-worker type in your project.

To debug both server-workers and game clients direct from Visual Studio, you first need to follow the guide to set up Visual Studio. To debug game clients, you also need to up the server-worker type in your project to auto-start in a local deployment. This ensures that when you run the game client you are debugging, the local SpatialOS Runtime starts up an instance of the server-worker type to do the server-side computation in a local deployment.

Notes:

  • You never need to set up game clients to auto-start.
  • You only have to set up a server-worker type to auto-start in order to support debugging game clients from Visual Studio.
  • The ExampleProject already incorporates this flow. If you are using the ExampleProject as a base, these steps have already been completed.

Summary of steps

You only need to set up your server-worker type in your project once. There are four steps to do this:

  1. Build the project’s server-worker from the command line using a specific flag
  2. Set up the project’s launch configuration
  3. Generate schema and generate a snapshot
  4. Run the launch command (as you would to start any local deployment).

1. Build your server worker

Note: you must close the Unreal Editor before building your server worker. If the Editor is open when you try to build your worker the command will fail.

When you are using a local deployment, you don’t usually need to build your project’s server-worker, but to set up the project so the Editor launches a server-worker instance automatically when you are debugging from Visual Studio, you need to build the server-worker once, using a specific flag.

To do this, in a terminal window, use the following command from the root folder of your project (where <YourGame> is the name of your Unreal project:

Game\Plugins\UnrealGDK\SpatialGDK\Build\Scripts\BuildWorker.bat <YourGame>Editor Win64 Development <YourGame>.uproject

This creates a zip file at: spatial/build/assembly/worker/UnrealEditor@Windows.zip which contains the file, StartEditor.bat.

When you launch a local deployment the local SpatialOS Runtime uses the configuration at spatial/workers/unreal/spatialos.UnrealWorker.worker.json to run StartEditor.bat with the necessary arguments to launch a server-worker instance and connect it to the local SpatialOS Runtime.

2. Set up launch configuration

You can do this via the Unreal Editor or outside the Editor by manually editing your project’s .json launch file.

Using the default in Unreal Editor

If you are using the default generated launch configuration which comes out of the box with the GDK, follow these steps to enable server-worker types:

  1. Open the SpatialOS Editor Settings panel
  2. Select Launch and then Launch configuration file options to open the drop-down menu.
  3. Locate Server Workers and the find Worker Type Name you would like the local SpatialOS Runtime to start. This is likely to be UnrealWorker.
  4. Locate the Manual worker connection only check box and select it, so it’s on.
  5. Ensure Rectangle grid column count and Rectangle grid row count for that worker type are both set to at least 1. This ensures that the SpatialOS Runtime starts at least one worker instance of that worker type.

Manually outside Unreal Editor

If you are using a launch configuration which you have manually defined in a file, outside of the GDK’s default generated launch configuration, make the following changes:

  1. In File Explorer or from a terminal window, locate the .json launch file (default filename default_launch.json) in the <YourGame>\spatial directory.
  2. Open the file with an editor of your choice and locate the "load_balancing" and "layer_configurations" section.
  3. Find the listing for the worker type that you would like the local SpatialOS Runtime to start.
    This is likely to be “layer”: “UnrealWorker”.
  4. Set “cols” and “rows” to 1 and "manual_worker_connection_only” to “false”.
    this is likely to look like the example below.

Example launch configuration .json file

"load_balancing": {
    "layer_configurations": [
      {
          "layer": "UnrealWorker",
          "rectangle_grid": {
              "cols": 1,
              "rows": 1
          },
          "options": {
            "manual_worker_connection_only": false
        }
      }
    ]
  }


3. Generate schema and a snapshot

Generate schema and a snapshot as you would before any deployment launch.

4. Launch your game in a local deployment

You can now launch game clients or server-worker instances direct from Visual Studio.

However, now you have set your project up so its server-worker type auto-starts an instance on deployment, you can no longer launch a local deployment and a server-worker instance from the Editor by selecting Play.

To work around this, you can launch a local deployment from the SpatialOS CLI and the local SpatialOS Runtime will auto-launch a server-worker instance.

Launch from the CLI

From a terminal window, use the following command from the root folder of your project: spatial local launch.

The command assumes you are using the default file name default_launch.json for your launch configuration file. You can add the launch configuration file name as an argument after the command if you are not using the default file; spatial local launch MyLaunchConfig.json (where MyLaunchConfig.json is the project’s launch configuration file name.)

See the CLI documentation for more information.)

Tips on launching game clients

You could launch a game client from the Editor by unselecting the Run dedicated server checkbox in the Editor’s Play options, but this starts up a client that only acts as a listen server for other clients which isn’t useful for testing.

You can launch game clients from a console window: From the root directory of your project, run a version of the LaunchClient.bat script provided in the Example Project.


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2019-07-19 Page added with editorial review(s)

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