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Better readme formatting based on PRfeedback

Signed-off-by: Gene Walters <[email protected]>
Gene Walters 2 anni fa
parent
commit
06250bd43f

+ 25 - 15
MPSGameLift/Documentation/GameLift.md

@@ -36,13 +36,13 @@ This README covers optional setup, testing and running on [Amazon GameLift](http
     
 
 1. Build the server, game launchers, and asset bundler for MultiplayerSample
-    ```sh
-    cmake --build build\windows --target Editor MultiplayerSample.GameLauncher MultiplayerSample.ServerLauncher AssetBundler --config profile -- /m /nologo
-    ```
+
+    `cmake --build build\windows --target Editor MultiplayerSample.GameLauncher MultiplayerSample.ServerLauncher AssetBundler --config profile -- /m `
+
 1. Build all the assets
-    ```sh
-    cmake --build build\windows --target MultiplayerSample.Assets --config profile -- /m /nologo
-    ```
+
+    `cmake --build build\windows --target MultiplayerSample.Assets --config profile -- /m`
+
 1. Work in progress (WiP) step: Add your AWS region to Config/default_aws_resource_mappings.json (example: "Region": "us-west-2")
 
     a. Currently needed otherwise when the client initializes GameLift there will be an error about not having a region.
@@ -52,9 +52,9 @@ This README covers optional setup, testing and running on [Amazon GameLift](http
 ## Build Server for Windows
 1. Build Monolithic Server
 
-    a. cmake -B build\windows_mono -S . -G "Visual Studio 16" -DLY_MONOLITHIC_GAME=1 -DALLOW_SETTINGS_REGISTRY_DEVELOPMENT_OVERRIDES=0
+    a. `cmake -B build\windows_mono -S . -G "Visual Studio 16" -DLY_MONOLITHIC_GAME=1 -DALLOW_SETTINGS_REGISTRY_DEVELOPMENT_OVERRIDES=0`
 
-    b. cmake --build build\windows_mono --target MultiplayerSample.GameLauncher MultiplayerSample.ServerLauncher --config profile -- /m /nologo
+    b. `cmake --build build\windows_mono --target MultiplayerSample.GameLauncher MultiplayerSample.ServerLauncher --config profile -- /m /nologo`
 1. Bundle Content
 
     a. Open .\build\windows\bin\profile\AssetBundler.exe
@@ -89,15 +89,18 @@ It's important to make sure that the bootstrap.game.profile.setreg file has been
     ```
 1. Test the profile pak server and game locally
     Run the server in headless mode using `rhi=null` and `NullRenderer` parameters; the server appears as a white screen in headless mode.
-    ```sh
-    C:\GameLiftPackageWindows\MultiplayerSample.ServerLauncher.exe --rhi=null -NullRenderer -bg_ConnectToAssetProcessor=0 -sys_PakPriority=2 -sv_terminateOnPlayerExit=true --console-command-file=launch_server.cfg
-    ```
     
-    ```sh
-    C:\GameLiftPackageWindows\MultiplayerSample.GameLauncher.exe -bg_ConnectToAssetProcessor=0 -sys_PakPriority=2 --connect
-    ```
+    `C:\GameLiftPackageWindows\MultiplayerSample.ServerLauncher.exe --rhi=null -NullRenderer -bg_ConnectToAssetProcessor=0 -sys_PakPriority=2 -sv_terminateOnPlayerExit=true --console-command-file=launch_server.cfg`
+    
+    `C:\GameLiftPackageWindows\MultiplayerSample.GameLauncher.exe -bg_ConnectToAssetProcessor=0 -sys_PakPriority=2 --connect`
+
+    ---
+    **NOTE**
 
     Note: launch_server.cfg is required because there's a bug with multiplayer when calling --loadlevel in the command-line. See https://github.com/o3de/o3de/issues/15773.
+
+    ---
+
 1. Open C:\GameLiftPackageWindows\user\log\Server.log
     You should see the "New Starbase" level loaded
     ```
@@ -106,7 +109,14 @@ It's important to make sure that the bootstrap.game.profile.setreg file has been
 
 ## Prepare for GameLift
 ### Upload the build to GameLift
-Note: Builds are tied to Fleets; you may want to delete the existing build and fleet via the AWS Gamelift dashboard just so you don't accidentally reference old builds or old fleets in future steps. 
+
+---
+**NOTE**
+
+Builds are tied to Fleets; you may want to delete the existing build and fleet via the AWS Gamelift dashboard just so you don't accidentally reference old builds or old fleets in future steps.
+
+---
+ 
 ```sh
 aws gamelift upload-build --operating-system WINDOWS_2016 --build-root C:\GameLiftPackageWindows\ --name MultiplayerSample --build-version v1.0 --region us-west-2
 ```

+ 8 - 2
MPSGameLift/Documentation/GameLiftLocal.md

@@ -29,8 +29,14 @@ This README covers testing and running MultiplayerSample with Amazon GameLift Lo
     sv_gameLiftEnabled: Causes the GameLift gem connect to GameLift on app startup
     sv_dedicated_host_onstartup: Stops the Multiplayer Gem from automatically hosting on startup and instead wait for GameLift to tell the server when it's okay to begin hosting (and which port to listen in on for connections) 
 
-Note: You may be inclined to move these [cvars](https://www.o3de.org/docs/user-guide/appendix/cvars/) into a cfg file and start the server by passing the --console-command-file parameter, but don't. Some cvars are used during a system component Activate(), but the console-command-file is executed after all system components have been activated.
-For example, sv_gameLiftEnabled is used inside AWSGameLiftServerSystemComponent::Activate().
+    ---
+    **NOTE**
+
+    You may be inclined to move these [cvars](https://www.o3de.org/docs/user-guide/appendix/cvars/) into a cfg file and start the server by passing the --console-command-file parameter, but don't. Some cvars are used during a system component Activate(), but the console-command-file is executed after all system components have been activated.
+    
+    For example, sv_gameLiftEnabled is used inside AWSGameLiftServerSystemComponent::Activate().
+
+    ---
 
 1. Create a game session with the below command:
     ```sh