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# 将 Amazon GameLift Servers 集成到 Unreal Engine 项目中
<a name="integration-engines-setup-unreal"></a>

了解如何将适用于 Unreal Engine 的 Amazon GameLift Servers SDK 集成到您的游戏项目中，以访问完整的服务器 SDK 功能集。

**提示**  
为实现更快速的部署，请尝试使用适用于 Unreal Engine 的 Amazon GameLift Servers 独立插件。它提供了引导式 UI 工作流程，可通过最少的设置快速部署游戏服务器，助您即时测试游戏组件的运行效果。请参阅[Amazon GameLift Servers虚幻引擎插件](unreal-plugin.md)。

其他资源 
+ [适用于 Amazon GameLift Servers 的 C\$1\$1（Unreal）服务器 SDK 5.x – 操作](integration-server-sdk5-unreal-actions.md)
+ [获取 Amazon GameLift Servers 开发工具](gamelift-supported.md)

## 安装适用于 Unreal 的服务器 SDK
<a name="integration-engines-setup-unreal-install"></a>

从这里获取虚幻引擎的开源 Amazon GameLift Servers SDK [GitHub](https://github.com/amazon-gamelift/amazon-gamelift-plugin-unreal)。该存储库的自述文件包含先决条件和安装说明。

## 设置生成包目标和模块规则
<a name="integration-engines-setup-unreal-setup"></a>

修改您的游戏项目文件，以正确生成可与 Amazon GameLift Servers 搭配使用的生成包组件。

**要添加客户端和服务器生成包目标，请执行以下操作：**

1. 打开游戏项目的代码文件并找到 `.../Games/[your application name]Source/[your application name]Target.cs` 文件。示例：`.../Source/GameLiftUnrealAppTarget.cs`。（如果您使用 Visual Studio，请打开项目的 `.sln` 文件。）

1. 复制此文件，以在 `Source/` 目录中创建两个新的目标文件。
   + 客户端目标：将新文件重命名为 `[your application name]Client.Target.cs`。编辑内容以更新类名称和目标类型值，如以下示例代码所示：

     ```
     using UnrealBuildTool;
       using System.Collections.Generic;
     
       public class GameLiftUnrealAppClientTarget :  TargetRules
      {
          public GameLiftUnrealAppClientTarget ( TargetInfo Target ) :  base ( Target )
          {
              Type = TargetType.Client;
              DefaultBuildSettings = BuildSettingsVersion.V2;
              IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1;
              ExtraModuleNames.Add( "GameLiftUnrealApp");
          }
      }
     ```
   + 服务器目标：将新文件重命名为 `[your application name]Server.Target.cs`。编辑内容以更新类名称和目标类型值，如以下示例代码所示：

     ```
     using UnrealBuildTool;
       using System.Collections.Generic;
     
       public class GameLiftUnrealAppServerTarget :  TargetRules
      {
          public GameLiftUnrealAppServerTarget ( TargetInfo Target ) :  base ( Target )
          {
              Type = TargetType.Server;
              DefaultBuildSettings = BuildSettingsVersion.V2;
              IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1;
              ExtraModuleNames.Add( "GameLiftUnrealApp");
          }
      }
     ```

1. 重新生成您的项目文件。如果您使用 Visual Studio，可以右键单击游戏项目的 `.uproject` 文件，然后选择**生成 Visual Studio 项目文件**。

**要更新游戏项目模块规则，请执行以下操作：**

更新游戏项目的模块规则，使其依赖于插件。

1. 打开游戏项目的代码文件并找到 `.../Games/[your application name]Source/[your application name].Build.cs` 文件。示例：`.../Source/GameLiftUnrealApp.Build.cs`。（如果您使用 Visual Studio，请打开项目的 `.sln` 文件。）

1. 找到 `ModuleRules` 类并进行更新，如以下示例代码所示：

   ```
   using UnrealBuildTool;
   
     public class GameLiftUnrealApp :  ModuleRules
    {
        public GameLiftUnrealApp ( ReadOnlyTargetRules Target ) :  base ( Target )
        {
            PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
            PublicDependencyModuleNames.AddRange( new string[] {  "Core",  "CoreUObject",  "Engine",  "InputCore",  "HeadMountedDisplay",  "EnhancedInput" });
         // Add the following section
            if (Target.Type == TargetType.Server)
            {
                PublicDependencyModuleNames.Add("GameLiftServerSDK");
            }
            else
            {
                PublicDefinitions.Add("WITH_GAMELIFT=0");
            }
            bEnableExceptions =  true;
        }
    }
   ```

1. 创建新的目标文件并修改模块规则后，重新构建您的游戏项目。

## 为您的服务器代码添加游戏托管功能
<a name="integration-engines-setup-unreal-code"></a>

在完成服务器 SDK 的安装和配置后，下一步是将游戏托管功能集成到服务器代码中。服务器 SDK 使您的游戏服务器能够与 Amazon GameLift Servers 服务通信，接收游戏会话指令，报告状态和运行状况，并执行其他操作。

本主题提供示例代码，用于添加使用 Amazon GameLift Servers 托管游戏所需的最低功能。

**步骤 1：更新 `GameMode` 标头文件**

1. 打开游戏项目的代码文件并找到 `Your-application-nameGameMode.h` 文件。示例：`GameLiftUnrealAppGameMode.h`。如果您使用 Visual Studio，请打开游戏项目的 `.sln` 文件。

1. 更改标头文件以包含以下示例代码。请务必用您自己的应用程序名称替换 GameLiftUnrealApp “”。

### GameMode.h 的示例代码
<a name="w2aab9c11c11b9c17c15b9b1"></a>

```
// Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "GameLiftUnrealAppGameMode.generated.h"

struct FProcessParameters;

DECLARE_LOG_CATEGORY_EXTERN(GameServerLog, Log, All);

UCLASS(minimalapi)
class AGameLiftUnrealAppGameMode : public AGameModeBase
{
    GENERATED_BODY()

public:
    AGameLiftUnrealAppGameMode();

protected:
    virtual void BeginPlay() override;

private:
    void InitGameLift();

private:
    TSharedPtr<FProcessParameters> ProcessParameters;
};
```

**步骤 2：将所需的服务器 SDK 调用添加到游戏服务器代码中**

使用本节中的示例代码，将您的游戏服务器代码集成到 Amazon GameLift Servers 服务器中。有关代码功能的详细信息，请参阅[初始化服务器进程](gamelift-sdk-server-api.md#gamelift-sdk-server-initialize)和[适用于 Amazon GameLift Servers 的 C\$1\$1（Unreal）服务器 SDK 5.x – 操作](integration-server-sdk5-unreal-actions.md)。
**注意**  
`WITH_GAMELIFT` 预处理器标志有两个用途：  
将 Amazon GameLift Servers 后端 API 调用限制为仅限 Unreal 服务器生成包
确保不同 Unreal 生成包目标之间的兼容性

1. 打开相关的源文件 `Your-application-nameGameMode.cpp` 文件。在本示例中：`GameLiftUnrealAppGameMode.cpp`。

1. 更改代码以使其与以下示例代码保持一致。请务必用您自己的应用程序名称替换 GameLiftUnrealApp “” 的任何实例。

   提供的代码示例显示了如何添加与 Amazon GameLift Servers 集成所需的元素。这些方法包括：
   + 初始化 Amazon GameLift Servers API 客户端。
   + 实现回调函数以响应 Amazon GameLift Servers 服务的请求，包括 `OnStartGameSession`、`OnProcessTerminate` 和 `onHealthCheck`。
   + 准备好托管游戏会话时，请调用 `ProcessReady()` 以通知 Amazon GameLift Servers 服务。

### GameMode.cpp 的示例代码
<a name="w2aab9c11c11b9c17c15c13b1"></a>

```
// Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0

#include "GameLiftUnrealAppGameMode.h"

#include "UObject/ConstructorHelpers.h"
#include "Kismet/GameplayStatics.h"

#if WITH_GAMELIFT
#include "GameLiftServerSDK.h"
#include "GameLiftServerSDKModels.h"
#endif

#include "GenericPlatform/GenericPlatformOutputDevices.h"

DEFINE_LOG_CATEGORY(GameServerLog);

AGameLiftUnrealAppGameMode::AGameLiftUnrealAppGameMode() :
    ProcessParameters(nullptr)
{
    // Set default pawn class to our Blueprinted character
    static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter"));

    if (PlayerPawnBPClass.Class != NULL)
    {
        DefaultPawnClass = PlayerPawnBPClass.Class;
    }

    UE_LOG(GameServerLog, Log, TEXT("Initializing AGameLiftUnrealAppGameMode..."));
}

void AGameLiftUnrealAppGameMode::BeginPlay()
{
    Super::BeginPlay();

#if WITH_GAMELIFT
    InitGameLift();
#endif
}

void AGameLiftUnrealAppGameMode::InitGameLift()
{
#if WITH_GAMELIFT
    UE_LOG(GameServerLog, Log, TEXT("Calling InitGameLift..."));

    // Getting the module first.
    FGameLiftServerSDKModule* GameLiftSdkModule = &FModuleManager::LoadModuleChecked<FGameLiftServerSDKModule>(FName("GameLiftServerSDK"));

    //Define the server parameters for a GameLift Anywhere fleet. These are not needed for a GameLift managed EC2 fleet.
    FServerParameters ServerParametersForAnywhere;

    bool bIsAnywhereActive = false;
    if (FParse::Param(FCommandLine::Get(), TEXT("glAnywhere")))
    {
        bIsAnywhereActive = true;
    }

    if (bIsAnywhereActive)
    {
        UE_LOG(GameServerLog, Log, TEXT("Configuring server parameters for Anywhere..."));

        // If GameLift Anywhere is enabled, parse command line arguments and pass them in the ServerParameters object.
        FString glAnywhereWebSocketUrl = "";
        if (FParse::Value(FCommandLine::Get(), TEXT("glAnywhereWebSocketUrl="), glAnywhereWebSocketUrl))
        {
            ServerParametersForAnywhere.m_webSocketUrl = TCHAR_TO_UTF8(*glAnywhereWebSocketUrl);
        }

        FString glAnywhereFleetId = "";
        if (FParse::Value(FCommandLine::Get(), TEXT("glAnywhereFleetId="), glAnywhereFleetId))
        {
            ServerParametersForAnywhere.m_fleetId = TCHAR_TO_UTF8(*glAnywhereFleetId);
        }

        FString glAnywhereProcessId = "";
        if (FParse::Value(FCommandLine::Get(), TEXT("glAnywhereProcessId="), glAnywhereProcessId))
        {
            ServerParametersForAnywhere.m_processId = TCHAR_TO_UTF8(*glAnywhereProcessId);
        }
        else
        {
            // If no ProcessId is passed as a command line argument, generate a randomized unique string.
            FString TimeString = FString::FromInt(std::time(nullptr));
            FString ProcessId = "ProcessId_" + TimeString;
            ServerParametersForAnywhere.m_processId = TCHAR_TO_UTF8(*ProcessId);
        }

        FString glAnywhereHostId = "";
        if (FParse::Value(FCommandLine::Get(), TEXT("glAnywhereHostId="), glAnywhereHostId))
        {
            ServerParametersForAnywhere.m_hostId = TCHAR_TO_UTF8(*glAnywhereHostId);
        }

        FString glAnywhereAuthToken = "";
        if (FParse::Value(FCommandLine::Get(), TEXT("glAnywhereAuthToken="), glAnywhereAuthToken))
        {
            ServerParametersForAnywhere.m_authToken = TCHAR_TO_UTF8(*glAnywhereAuthToken);
        }

        FString glAnywhereAwsRegion = "";
        if (FParse::Value(FCommandLine::Get(), TEXT("glAnywhereAwsRegion="), glAnywhereAwsRegion))
        {
            ServerParametersForAnywhere.m_awsRegion = TCHAR_TO_UTF8(*glAnywhereAwsRegion);
        }

        FString glAnywhereAccessKey = "";
        if (FParse::Value(FCommandLine::Get(), TEXT("glAnywhereAccessKey="), glAnywhereAccessKey))
        {
            ServerParametersForAnywhere.m_accessKey = TCHAR_TO_UTF8(*glAnywhereAccessKey);
        }

        FString glAnywhereSecretKey = "";
        if (FParse::Value(FCommandLine::Get(), TEXT("glAnywhereSecretKey="), glAnywhereSecretKey))
        {
            ServerParametersForAnywhere.m_secretKey = TCHAR_TO_UTF8(*glAnywhereSecretKey);
        }

        FString glAnywhereSessionToken = "";
        if (FParse::Value(FCommandLine::Get(), TEXT("glAnywhereSessionToken="), glAnywhereSessionToken))
        {
            ServerParametersForAnywhere.m_sessionToken = TCHAR_TO_UTF8(*glAnywhereSessionToken);
        }

        UE_LOG(GameServerLog, SetColor, TEXT("%s"), COLOR_YELLOW);
        UE_LOG(GameServerLog, Log, TEXT(">>>> WebSocket URL: %s"), *ServerParametersForAnywhere.m_webSocketUrl);
        UE_LOG(GameServerLog, Log, TEXT(">>>> Fleet ID: %s"), *ServerParametersForAnywhere.m_fleetId);
        UE_LOG(GameServerLog, Log, TEXT(">>>> Process ID: %s"), *ServerParametersForAnywhere.m_processId);
        UE_LOG(GameServerLog, Log, TEXT(">>>> Host ID (Compute Name): %s"), *ServerParametersForAnywhere.m_hostId);
        UE_LOG(GameServerLog, Log, TEXT(">>>> Auth Token: %s"), *ServerParametersForAnywhere.m_authToken);
        UE_LOG(GameServerLog, Log, TEXT(">>>> Aws Region: %s"), *ServerParametersForAnywhere.m_awsRegion);
        UE_LOG(GameServerLog, Log, TEXT(">>>> Access Key: %s"), *ServerParametersForAnywhere.m_accessKey);
        UE_LOG(GameServerLog, Log, TEXT(">>>> Secret Key: %s"), *ServerParametersForAnywhere.m_secretKey);
        UE_LOG(GameServerLog, Log, TEXT(">>>> Session Token: %s"), *ServerParametersForAnywhere.m_sessionToken);
        UE_LOG(GameServerLog, SetColor, TEXT("%s"), COLOR_NONE);
    }

    UE_LOG(GameServerLog, Log, TEXT("Initializing the GameLift Server..."));

    //InitSDK will establish a local connection with GameLift's agent to enable further communication.
    FGameLiftGenericOutcome InitSdkOutcome = GameLiftSdkModule->InitSDK(ServerParametersForAnywhere);
    if (InitSdkOutcome.IsSuccess())
    {
        UE_LOG(GameServerLog, SetColor, TEXT("%s"), COLOR_GREEN);
        UE_LOG(GameServerLog, Log, TEXT("GameLift InitSDK succeeded!"));
        UE_LOG(GameServerLog, SetColor, TEXT("%s"), COLOR_NONE);
    }
    else
    {
        UE_LOG(GameServerLog, SetColor, TEXT("%s"), COLOR_RED);
        UE_LOG(GameServerLog, Log, TEXT("ERROR: InitSDK failed : ("));
        FGameLiftError GameLiftError = InitSdkOutcome.GetError();
        UE_LOG(GameServerLog, Log, TEXT("ERROR: %s"), *GameLiftError.m_errorMessage);
        UE_LOG(GameServerLog, SetColor, TEXT("%s"), COLOR_NONE);
        return;
    }

    ProcessParameters = MakeShared<FProcessParameters>();

    //When a game session is created, Amazon GameLift Servers sends an activation request to the game server and passes along the game session object containing game properties and other settings.
    //Here is where a game server should take action based on the game session object.
    //Once the game server is ready to receive incoming player connections, it should invoke GameLiftServerAPI.ActivateGameSession()
    ProcessParameters->OnStartGameSession.BindLambda([=](Aws::GameLift::Server::Model::GameSession InGameSession)
        {
            FString GameSessionId = FString(InGameSession.GetGameSessionId());
            UE_LOG(GameServerLog, Log, TEXT("GameSession Initializing: %s"), *GameSessionId);
            GameLiftSdkModule->ActivateGameSession();
        });

    //OnProcessTerminate callback. Amazon GameLift Servers will invoke this callback before shutting down an instance hosting this game server.
    //It gives this game server a chance to save its state, communicate with services, etc., before being shut down.
    //In this case, we simply tell Amazon GameLift Servers we are indeed going to shut down.
    ProcessParameters->OnTerminate.BindLambda([=]()
        {
            UE_LOG(GameServerLog, Log, TEXT("Game Server Process is terminating"));
            // First call ProcessEnding()
            FGameLiftGenericOutcome processEndingOutcome = GameLiftSdkModule->ProcessEnding();
            // Then call Destroy() to free the SDK from memory
            FGameLiftGenericOutcome destroyOutcome = GameLiftSdkModule->Destroy();
            // Exit the process with success or failure
            if (processEndingOutcome.IsSuccess() && destroyOutcome.IsSuccess()) {
                UE_LOG(GameServerLog, Log, TEXT("Server process ending successfully"));
            }
            else {
                if (!processEndingOutcome.IsSuccess()) {
                    const FGameLiftError& error = processEndingOutcome.GetError();
                    UE_LOG(GameServerLog, Error, TEXT("ProcessEnding() failed. Error: %s"),
                    error.m_errorMessage.IsEmpty() ? TEXT("Unknown error") : *error.m_errorMessage);
                }
                if (!destroyOutcome.IsSuccess()) {
                    const FGameLiftError& error = destroyOutcome.GetError();
                    UE_LOG(GameServerLog, Error, TEXT("Destroy() failed. Error: %s"),
                    error.m_errorMessage.IsEmpty() ? TEXT("Unknown error") : *error.m_errorMessage);
                }
            }
        });
         
    //This is the HealthCheck callback.
    //Amazon GameLift Servers will invoke this callback every 60 seconds or so.
    //Here, a game server might want to check the health of dependencies and such.
    //Simply return true if healthy, false otherwise.
    //The game server has 60 seconds to respond with its health status. Amazon GameLift Servers will default to 'false' if the game server doesn't respond in time.
    //In this case, we're always healthy!
    ProcessParameters->OnHealthCheck.BindLambda([]()
        {
            UE_LOG(GameServerLog, Log, TEXT("Performing Health Check"));
            return true;
        });

    //GameServer.exe -port=7777 LOG=server.mylog
    ProcessParameters->port = FURL::UrlConfig.DefaultPort;
    TArray<FString> CommandLineTokens;
    TArray<FString> CommandLineSwitches;

    FCommandLine::Parse(FCommandLine::Get(), CommandLineTokens, CommandLineSwitches);

    for (FString SwitchStr : CommandLineSwitches)
    {
        FString Key;
        FString Value;

        if (SwitchStr.Split("=", &Key, &Value))
        {
            if (Key.Equals("port"))
            {
                ProcessParameters->port = FCString::Atoi(*Value);
            }
        }
    }

    //Here, the game server tells Amazon GameLift Servers where to find game session log files.
    //At the end of a game session, Amazon GameLift Servers uploads everything in the specified 
    //location and stores it in the cloud for access later.
    TArray<FString> Logfiles;
    Logfiles.Add(TEXT("GameLiftUnrealApp/Saved/Logs/server.log"));
    ProcessParameters->logParameters = Logfiles;

    //The game server calls ProcessReady() to tell Amazon GameLift Servers it's ready to host game sessions.
    UE_LOG(GameServerLog, Log, TEXT("Calling Process Ready..."));
    FGameLiftGenericOutcome ProcessReadyOutcome = GameLiftSdkModule->ProcessReady(*ProcessParameters);

    if (ProcessReadyOutcome.IsSuccess())
    {
        UE_LOG(GameServerLog, SetColor, TEXT("%s"), COLOR_GREEN);
        UE_LOG(GameServerLog, Log, TEXT("Process Ready!"));
        UE_LOG(GameServerLog, SetColor, TEXT("%s"), COLOR_NONE);
    }
    else
    {
        UE_LOG(GameServerLog, SetColor, TEXT("%s"), COLOR_RED);
        UE_LOG(GameServerLog, Log, TEXT("ERROR: Process Ready Failed!"));
        FGameLiftError ProcessReadyError = ProcessReadyOutcome.GetError();
        UE_LOG(GameServerLog, Log, TEXT("ERROR: %s"), *ProcessReadyError.m_errorMessage);
        UE_LOG(GameServerLog, SetColor, TEXT("%s"), COLOR_NONE);
    }

    UE_LOG(GameServerLog, Log, TEXT("InitGameLift completed!"));
#endif
}
```

**步骤 3：重建游戏项目**
+ 为以下两种目标类型构建游戏项目：*开发编辑器和**开发服务器*。
**注意**  
您不需要重新构建解决方案。只需在应用程序的 `/Games/` 文件夹下构建项目即可。否则，Visual Studio 将重建整个 UE5 项目，这可能需要长达一个小时的时间。

## 打包游戏服务器以便托管
<a name="integration-engines-setup-unreal-package"></a>

现在，您的游戏服务器代码已集成所需的最低服务器 SDK 功能，您已准备好使用 Unreal 编辑器打包游戏服务器生成包。

**打包游戏服务器生成包**

1. 在 Unreal 编辑器中打开游戏项目。

1. 按照 Unreal 编辑器的步骤来打包您的游戏服务器：
   + 选择目标平台（Windows 或 Linux）。
   + 选择服务器构建目标 (`[your application name]Server`。

   打包过程会生成您的游戏服务器可执行文件：`[your application name]Server.exe`。

1. 准备好您的游戏服务器生成包，以便部署到托管资源。生成包应包含以下文件：
   + 游戏服务器可执行文件
   + 如果您使用的是 Unreal Engine 版本 5.5 或更早版本，请为 Windows 生成包包含以下文件。您可在源代码构建版本的 Unreal Engine 中找到这些文件：
     + `VC_redist.x64.exe` (`UnrealEngine\Engine\Source\Programs\PrereqInstaller\Resources\VCRedist\`)
     + `UEPrereqSetup_x64.exe or UE5PrereqSetup_x64.exe` (`UnrealEngine\Engine\Extras\Redist\en-us\`)
   + 游戏服务器所需的所有其他依赖项。
   + 如果需要，可以使用 OpenSSL 库。如果您的游戏服务器与 Amazon GameLift Servers 服务器 SDK 5.3 版本或更高版本集成，可以跳过此步骤。[最新的服务器 SDK 版本可在此处获取。](https://github.com/amazon-gamelift/amazon-gamelift-plugin-unreal)

### 使用适用于 Unreal 的服务器 SDK（5.2 版本及更早版本）创建的游戏服务器所需的 OpenSSL 库
<a name="w2aab9c11c11b9c17c25b7b1"></a>

您必须包含与在 Unreal 中打包游戏服务器时相同的 OpenSSL 库版本。这些库位于您的游戏引擎源代码中。具体位置因开发环境而异：

在 Windows 上：
+ `[ENGINE_ROOT_DIR]\Engine\Extras\ThirdPartyNotUE\libimobiledevice\x64\libssl-1_1-x64.dll`
+ `[ENGINE_ROOT_DIR]\Engine\Extras\ThirdPartyNotUE\libimobiledevice\x64\libcrypto-1_1-x64.dll` 

在 Linux 上：
+ `Engine/Source/Thirdparty/OpenSSL/1.1.1n/include/libssl.so.1.1`
+ `Engine/Source/Thirdparty/OpenSSL/1.1.1n/include/libcrypto.so.1.1`

将 OpenSSL 库复制到游戏生成包中，使其与游戏服务器可执行文件位于同一目录下。

## 后续步骤
<a name="integration-engines-setup-unreal-next"></a>

既然您已准备好具备在 Amazon GameLift Servers 上托管所需最低功能的游戏服务器生成包，请考虑以下潜在后续步骤：
+ 部署您的集成游戏服务器以进行测试和开发。借助 Anywhere 实例集，您可以将本地计算机设置为托管资源，并用其测试游戏服务器与游戏客户端连接。对于基于云的托管，请将游戏服务器部署到托管式 EC2 实例集或托管式容器实例集。请参阅以下主题获取指导：
  + [借助 Amazon GameLift Servers Anywhere 为迭代开发做好准备](integration-dev-iteration.md)
  + [Amazon GameLift Servers Anywhere 实例集](fleets-intro-anywhere.md)
  + [Amazon GameLift Servers托管 EC2 车队](fleets-intro-managed.md)
  + [Amazon GameLift Servers 托管式容器实例集](fleets-intro-containers.md)
+ 通过添加可选功能，自定义游戏服务器集成。例如，您可能想要添加与唯一玩家的玩家会话 IDs、设置配对回填或管理游戏服务器对其他 AWS 资源（例如数据库或内容存储服务）的访问权限。请参阅以下主题获取指导：
  + [借助服务器 SDK 将 Amazon GameLift Servers 添加到游戏服务器](gamelift-sdk-server-api.md)
  + [适用于 Amazon GameLift Servers 的 C\$1\$1（Unreal）服务器 SDK 5.x – 操作](integration-server-sdk5-unreal-actions.md)
+ 自定义您的游戏客户端组件，以请求游戏会话、接收连接信息并直接连接到游戏服务器进行游戏。请参阅以下主题获取指导：
  + [集成 Amazon GameLift Servers 游戏客户端功能](gamelift-sdk-client-api.md)