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PFAdmin

Admin API GUI application for PlayFab (Now with Unreal support!)

main server server

How To Use

To manage your Title (add/remove Assets, create Builds):

  • Nothing else is required

To create a Linux image to run a build:

  • Ensure you have Docker Desktop and PowerShell installed, and that Docker is running
  • Select "Create Container"
  • In the new window that opened, enter a server image name (something like "linux_image" etc)
  • Enter your TCP or UDP port (for example: 7777)
  • Once the program builds and uploads the container, return to PFAdmin
  • Select "Create Server Build"
  • Set up your server like you would in the Game Manager
  • Add your server Asset to the "Assets" field, make sure you set the mount point (or leave it at the default '/data/Assets/')
  • Set your start game command (for example: /data/Assets/GameServer.x86_64)
  • Select "Create Build"
  • The next time you want to update your server, you can just reuse the same base image.

How To Update Your Game Server

  • Run PFAdmin
  • Upload your new server asset
  • Select "Create Server Build", and select your new asset
  • Change the "Start Game Command" to reflect your new asset name
  • Create the build

CLI

  • Available Commands:

    • -cli (Required)
    • -titleid [TitleID] (Required; Logs in with TitleID)
    • -key [SecretKey] (Required; Logs in with Secret Key)
    • -uploadasset [/Path/To/Asset] (Optional; Uploads an asset)
    • -config [/Path/To/JSON Build Config] (Optional; Creates the build with this configuration)
    • -overrideasset [UploadedAssetName] (Optional; Overrides the asset in the build JSON)
    • -createbuild (From JSON config) (Optional; Created a build)
    • -editqueue [Queue Name] (Optional; Adds created build to this Matchmaking Queue for allocation)
  • The application should return exit code '0' on successful completion of the command. If there's an error, it will exit with code '1'.

  • For an example .json file for a build configuration, see here.

  • CLI Examples:

    • This configuration will
      • Upload the .zip
      • Create the build with the .zip as the server asset (if overridden) or use the asset specified in the build JSON
      • Set the selected Matchmaking queue to allocate this server build when a match is made
    • Windows
      .\PFACLI.exe -cli -titleid [TITLE ID] -key [SECRET KEY] -uploadasset "[Path to Server .zip]" -config "[Path to Build Config .json]" -overrideasset "[Asset Name .zip]" -createbuild -editqueue [Queue Name]
      
    • Mac
      .\PFACLI.app -cli -titleid [TITLE ID] -key [SECRET KEY] -uploadasset "[Path to Server .zip]" -config "[Path to Build Config .json]" -overrideasset "[Asset Name .zip]" -createbuild -editqueue [Queue Name]
      
    • Linux
      .\PFACLI.x86_64 -cli -titleid [TITLE ID] -key [SECRET KEY] -uploadasset "[Path to Server .zip]" -config "[Path to Build Config .json]" -overrideasset "[Asset Name .zip]" -createbuild -editqueue [Queue Name]
      

Dependencies

FAQ

What is it?

  • An application for creating/updating/pushing/managing PlayFab Linux-based Game Servers (and some other functionality like segmented player management)

What is it not?

  • A full replacement for PlayFab's Game Manager

Why is your code so bad?

  • Because I wrote this in a couple hours