This multiplayer demo is a cloud first implementation of a global scale, realtime multiplayer game utilising dedicated game servers, utlising both Google Cloud's products and open source gaming solutions.
We need to manually set up the OAuth authentication, as unfortunately this cannot be automated.
The details, such as name and email address of both of these steps don't matter, so feel free to use something arbitrary for any part not specified.
Open the Google OAuth consent screen for your project, and create an "External" App, and allowlist any users you wish to be able to login to your deployment of this game.
Open the Google Credentials screen for your project, and click "+ CREATE CREDENTIALS", and create an "OAuth Client ID" of type "Web Application".
Leave this page open, as we'll need the Client ID and Client secret of the ID you just created shortly.
To run the Game Demo install, you will need the following applications installed on your workstation:
- A Google Cloud Project
- Terraform
- Google Cloud CLI
You can also click on the following icon to open this repository in a 'batteries-included' Google Cloud Shell web development environment.
Once you have Google Cloud CLI installed, you will need to set your GCP Project ID:
export PROJECT_ID=<PROJECT_ID>
gcloud config set project ${PROJECT_ID}
and then authenticate to generate Application Default Credentials (ADC) that can be leveraged by Terraform
gcloud auth application-default login
Clone this directory locally and, we'll also set an environment variable to it's root directory, for easy navigation:
git clone https://github.com/googleforgames/global-multiplayer-demo.git
cd global-multiplayer-demo
export GAME_DEMO_HOME=$(pwd)
To build the Dedicated Game Server you will need access to the Unreal Engine GitHub organisation.
To do so, follow: Accessing Unreal Engine source code on GitHub.
Once done, to pull down the Unreal Development Containers, you will also need to
create a personal access token (classic)
with at least read:packages
scope.
Leave the page open with this token, as we'll need it shortly.
Normally Terraform stores the current state in the terraform.tfstate
file locally. However, if you would like to have Terraform store the state file in a GCS Bucket, you can:
- Edit
backend.tf.sample
- Change the
bucket =
line to an already created GCS bucket - Rename
backend.tf.sample
tobackend.tf
.
NOTE: The GCS bucket does not have to exist in the same Google project as the Global Game but the Google user/service account running Terraform must have write & read access to that bucket.
cd $GAME_DEMO_HOME/infrastructure
terraform init
cp terraform.tfvars.sample terraform.tfvars
You will need to now edit terraform.tfvars
- Update <PROJECT_ID> with the ID of your Google Cloud Project,
- Updated <CLIENT_ID> and <CLIENT_SECRET> with the Client ID and Client secret created in the above step.
- Updated <GITHUB_PAT> with the GitHub personal access token you created the above steps.
You can edit other variables in this file, but we recommend leaving the default values for your first run before experimenting.
Warning This demo in its default state creates multiple Kubernetes clusters around the world, Spanner instances, and more. Running this demo for an extended amount of time may incur significant costs.
terraform apply
We now need to update our OAuth authentication configuration with the address of our authenticating frontend API.
Let's grab the IP for that API, by running:
gcloud compute addresses list --filter=name=frontend-service --format="value(address)"
This should give you back an IP, such as 35.202.107.204
.
- Click "+ ADD URI" under "Authorised JavaScript origins" and add "http://[IP_ADDRESS].sslip.io".
- Click "+ ADD URI" under "Authorised redirect URIs" and add "http://[IP_ADDRESS].sslip.io/callback"
- Click "Save".
Since OAuth needs a domain to authenticate against, we'll use sslip.io for development purposes.
Replace the _RELEASE_NAME
substitution with a unique build name. Cloud Build will deploy
- Anthos Service Mesh (ASM) to all clusters using the fleet feature API
- Agones using Cloud Deploy
- Open Match using Cloud Deploy
cd $GAME_DEMO_HOME/platform/
gcloud builds submit --config=cloudbuild.yaml --substitutions=_RELEASE_NAME=rel-1
Navigate to the
agones-deploy-pipeline
delivery pipeline to review the rollout status. Cloud Build will create a Cloud Deploy release which automatically
deploys Agones the first game server cluster. Agones can be deployed to subsequent clusters by clicking on the
promote
button within the Pipeline visualization or by running the following gcloud command:
# Replace RELEASE_NAME with the unique build name
gcloud deploy releases promote --release=RELEASE_NAME --delivery-pipeline=agones-deploy-pipeline --region=us-central1
Continue the promotion until Agones has been deployed to all clusters. You can monitor the status of the deployment
through the Cloud Logging URL returned by the gcloud builds
command as well as the Kubernetes Engine/Workloads panel in the GCP Console.
Open Match rollout status can be viewed by navigating to the global-game-open-match delivery pipeline. Since open match is deployed onto a single services GKE cluster, deployments are automatically rolled out with no need for manual promotion.
To deploy the database schema, submit the following Cloud Build command:
cd $GAME_DEMO_HOME/infrastructure/schema
gcloud builds submit --config=cloudbuild.yaml
This will deploy the schema migration using Liquibase and the Cloud Spanner liquibase extension.
To install all the backend services, submit the following Cloud Build command, and replace the _RELEASE_NAME
substitution with a unique build name.
cd $GAME_DEMO_HOME/services
gcloud builds submit --config=cloudbuild.yaml --substitutions=_RELEASE_NAME=rel-1
This will:
- Build all the images required for all services.
- Store those image in Artifact Registry
- Deploy them via Cloud Build to a Autopilot cluster.
To build the Unreal dedicated game server image, run the following command, and replace the _RELEASE_NAME
substitution with a unique build name.
cd $GAME_DEMO_HOME/game
gcloud builds submit --config=cloudbuild.yaml --substitutions=_RELEASE_NAME=rel-1
Cloud Build will deploy:
- Build the image for the dedicated game server.
- Store the image in Artifact Registry.
- Start the staged rollout of the Agones Fleet to each regional set of clusters.
This will take ~20 minutes or so, so feel free to grab a cup of ☕
Navigate to the
agones-deploy-pipeline
delivery pipeline to review the rollout status. Cloud Build will create a Cloud Deploy release which automatically
deploys the game server Agones Fleet to the asia-east1
region first.
The Fleet can be deployed to the next region in the queue via pressing the
promote
button within the Pipeline visualization or by running the following gcloud command:
# Replace RELEASE_NAME with the unique build name
gcloud deploy releases promote --release=RELEASE_NAME --delivery-pipeline=global-game-agones-gameservers --region=us-central1
To build the Game Client for your host machine, you will need to install Unreal Engine from source, as the downloaded installation does not have the functionality to produce separate Client and Server builds.
Installing Unreal Engine from source can take several hours, and use all your CPU. You have been warned!
Open game/Droidshooter.uproject
in the Unreal Engine Editor.
To package the project:
- Select: Platforms > {your host platform} > DroidshooterClient
- Platforms > {your host platform} > Cook Content
- Platforms > {your host platform} > Package Project
During development, you can also run the game client directly within
the editor (Hit the
To run the game client from inside the editor, you would need to launch the editor with -token=[JWT_TOKEN] -frontend_api=[IP_ADDRESS]
Obtaining frontend api ip address can be achieved via:
gcloud compute addresses list --filter=name=frontend-service --format="value(address)"
JWT token can be obtained by accessing frontend api's ip address with '/login' path, such as "http://[IP_ADDRESS].sslip.io/login" and extracting it from the URL.
To run the game launcher, you will need to have Go installed to run it, as well as the prerequisites for the Fyne Go Cross Platform UI library.
cd $GAME_DEMO_HOME/game/GameLauncher
# grab your own copy of the app.ini
cp app.ini.sample app.ini
# Grab the IP Address again of our frontend service, so we can use it
gcloud compute addresses list --filter=name=frontend-service --format="value(address)"
Edit the app.ini, and replace the frontend_api
value with http://[IP_ADDRESS].sslip.io
And update the binary
field with the path to the executable of the client build for your operating system.
Then run the following to start the launcher and the game!
go run main.go
If you hit this issue, it may be that you are building on a different host platform than the original. or your installation of Unreal may have a unique GUID. To solve, click: More Options > Convert in-place.
The project should open as normal now.
Apache 2.0
This is not an officially supported Google product