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server.cc
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server.cc
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// Copyright 2017 Google LLC All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// A server that starts, and then stops after 60 seconds.
// This example really does nothing other than show how to integrate
// the C++ SDK.
#include <agones/sdk.h>
#include <grpc++/grpc++.h>
#include <iostream>
#include <thread>
std::atomic_int stop_threads(0);
class ThreadJoiner {
public:
explicit ThreadJoiner(std::thread t)
: t_(std::move(t)) {}
~ThreadJoiner() {
// Stop threads loop
stop_threads.store(1);
t_.join();
}
private:
std::thread t_;
};
// send health check pings
void DoHealth(std::shared_ptr<agones::SDK> sdk) {
while (true) {
bool ok = sdk->Health();
std::cout << "Health ping " << (ok ? "sent" : "failed") << "\n"
<< std::flush;
std::this_thread::sleep_for(std::chrono::seconds(2));
if(stop_threads.load()) {
return ;
}
}
}
// watch GameServer Updates
void WatchUpdates(std::shared_ptr<agones::SDK> sdk) {
std::cout << "Starting to watch GameServer updates...\n" << std::flush;
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;
});
}
int main() {
std::cout << "C++ Game Server has started!\n"
<< "Getting the instance of the SDK.\n"
<< std::flush;
auto sdk = std::make_shared<agones::SDK>();
std::cout << "Attempting to connect...\n" << std::flush;
if (!sdk->Connect()) {
std::cerr << "Exiting!\n";
return -1;
}
std::cout << "...handshake complete.\n" << std::flush;
std::thread health(DoHealth, sdk);
std::thread watch(WatchUpdates, sdk);
ThreadJoiner h(std::move(health));
ThreadJoiner w(std::move(watch));
std::cout << "Setting a label\n" << std::flush;
grpc::Status status = sdk->SetLabel("test-label", "test-value");
if (!status.ok()) {
std::cerr << "Could not run SetLabel(): " << status.error_message()
<< ". Exiting!\n";
return -1;
}
std::cout << "Setting an annotation\n" << std::flush;
status = sdk->SetAnnotation("test-annotation", "test value");
if (!status.ok()) {
std::cerr << "Could not run SetAnnotation(): " << status.error_message()
<< ". Exiting!\n";
return -1;
}
std::cout << "Marking server as ready...\n" << std::flush;
status = sdk->Ready();
if (!status.ok()) {
std::cerr << "Could not run Ready(): " << status.error_message()
<< ". Exiting!\n";
return -1;
}
std::cout << "...marked Ready\n" << std::flush;
std::cout << "Getting GameServer details...\n" << std::flush;
agones::dev::sdk::GameServer gameserver;
status = sdk->GameServer(&gameserver);
if (!status.ok()) {
std::cerr << "Could not run GameServer(): " << status.error_message()
<< ". Exiting!\n";
return -1;
}
std::cout << "GameServer name: " << gameserver.object_meta().name() << "\n"
<< std::flush;
for (int i = 0; i < 10; i++) {
int time = i * 10;
std::cout << "Running for " + std::to_string(time) + " seconds !\n"
<< std::flush;
std::this_thread::sleep_for(std::chrono::seconds(10));
if (i == 5) {
std::cout << "Shutting down after 60 seconds...\n" << std::flush;
grpc::Status status = sdk->Shutdown();
if (!status.ok()) {
std::cerr << "Could not run Shutdown():" << status.error_message()
<< ". Exiting!\n";
return -1;
}
std::cout << "...marked for Shutdown\n" << std::flush;
}
}
return 0;
}