in UnityProject/Assets/Scripts/Server/Server.cs [215:247]
private void Update()
{
// Create TCP server if we received port already
if(Server.port > 0 && this.server == null)
{
Console.WriteLine("Port received, create network server");
this.server = new NetworkServer(this);
}
// Register to FleetIQ if we have all the needed info and not registered yet
if (!registeredToFleetIQ)
{
if (this.taskDataArnWithContainer != null && this.publicIP != null && this.instanceId != null)
{
Console.WriteLine("Registering to FleetIQ");
var gameLiftConfig = new AmazonGameLiftConfig { RegionEndpoint = this.regionEndpoint };
var gameLiftClient = new AmazonGameLiftClient(gameLiftConfig);
var registerGameServerRequest = new RegisterGameServerRequest();
registerGameServerRequest.GameServerGroupName = Server.fleetIqGameServerGroup;
registerGameServerRequest.InstanceId = this.instanceId;
registerGameServerRequest.ConnectionInfo = this.publicIP + ":" + Server.port;
registerGameServerRequest.GameServerId = this.gameServerId;
registerGameServerRequest.GameServerData = "{\"gametype\": \"normal\"}";
var response = gameLiftClient.RegisterGameServerAsync(registerGameServerRequest);
response.Wait();
Console.WriteLine("Response HTTP code: " + response.Result.HttpStatusCode.ToString());
Console.WriteLine("Response game server: " + response.Result.GameServer.GameServerData.ToString());
Console.WriteLine("RegistrationRequest Sent!");
this.registeredToFleetIQ = true;
}
}
}