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A simple full-stack game sample using GameLift and AWS services.

License: Apache License 2.0

C++ 67.49% C 2.16% Batchfile 0.01% Python 1.88% HTML 6.43% CSS 14.51% JavaScript 7.51%
gamelift aws game-development multiplayer-game matchmaking

aws-gamelift-sample's Introduction

aws-gamelift-sample (with FlexMatch)

This repository contains a sample game project using Amazon GameLift and AWS serverless services including DynamoDB, Lambda, SQS, S3, and so on. This is a simple board game called Gomoku, but technically and functionally identical to a real-time session-based online game.

This repository contains a sample game project using Amazon GameLift and AWS services including DynamoDB, Lambda, SQS, S3, EC2, ElastiCache and API-Gateway. This is a simple board game called Gomoku, but technically and functionally identical to a real-time session-based online game.

Gomoku

  • For Infra/System engineers, this project shows how to build a session-based online game directly on AWS. It also demonstrates the benefits of AWS managed services such as GameLift.
  • For game developers, this project provides architecture best practice and implementations of the most similar form to the actual session-based online game service. So they can leverage this asset to implement their own session-based online game on AWS.

CloudFormation

This repository includes CloudFormation for deployment automation. You can start it easily with guide below.รŸ

FleetIQ sample

This repository contains Python based simple TCP sample using FleetIQ. Since FleetIQ is on Preview stage, this repository will be updated continously.

Sample Game Architecture (Serverless with FlexMatch)

Architecture Overview

Deployment

Future Work

  • Developing a Hands-on Technical Workshop to demonstrate the use of Amazon GameLift with AWS managed components for game services.
  • Developing Demo environment based on Cloud9 IDE.
  • Update FleetIQ demo continously.
  • Developing multi-region game support feature.

ETC

Amazon GameLift Service Check-list

  • Korean version here
  • English version here

For further questions/ assistances

aws-gamelift-sample's People

Contributors

bskim avatar hanjeongho avatar hyandell avatar jinspark-lab avatar naxxster avatar sungsookhim avatar ujentus avatar zeliard avatar

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aws-gamelift-sample's Issues

Key Error on ConnectionInfo

I was trying to put up the Gomoku Demo. While the set up is completed, when testing the 2 player game play .... my game-match-status lambda is returning following error

[ERROR] KeyError: 'ConnectionInfo'
Traceback (most recent call last):
File "/var/task/index.py", line 25, in lambda_handler
connection_info = json.loads(match_response['Item']['ConnectionInfo'])

ConnectionInfo Key does not exist in DDB, is it expected to be there ...am I missing any step?

Make Cloud9 as a standard environment for the workshop

There are many unclear description that request the user to do a work depending on the environment. (like file download, or AWS CLI installation, python installation, etc.).

It can make the workshop to be disturbed by the diversity of the user environment.

Like other workshop, let's make Cloud9 as a standard workshop environment for simplicity and clearance.

NetworkProtocol Receive method may not buffer all bytes

While testing on the Oculus Quest device it was discovered that the Receive method was not buffering all bytes in some cases. The addition of the following code fixes the issue.

int bytesRead = 0;
while (bytesRead < msgSize)
{
      bytesRead += stream.Read(readBuffer, bytesRead, readBuffer.Length - bytesRead);
}
public static string[] Receive(TcpClient client)
{
        NetworkStream stream = client.GetStream();
        var messages = new List<string>();
        while (stream.DataAvailable)
        {
            byte[] bufferLength = new byte[4];
            stream.Read(bufferLength, 0, bufferLength.Length);
            int msgSize = IPAddress.NetworkToHostOrder(BitConverter.ToInt32(bufferLength, 0));
            byte[] readBuffer = new Byte[msgSize];
            int bytesRead = 0;
            while (bytesRead < msgSize)
            {
                bytesRead += stream.Read(readBuffer, bytesRead, readBuffer.Length - bytesRead);
            }
            string msgStr = System.Text.Encoding.ASCII.GetString(readBuffer, 0, readBuffer.Length);
            messages.Add(msgStr);
        }
        return messages.ToArray();
}

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