feat(game-server): scaffold dedicated server toward player join
Build Game Server / build (push) Successful in 17s
Build Game Server / build (push) Successful in 17s
R&D branch for an authoritative Unreal game server (Prospect.Unreal).
The connection handshake already reaches PlayerController spawn; this
commit pushes it toward real players joining:
- Program.cs: target the Cycle station map + game mode (configurable via
PROSPECT_MAP/GAMEMODE/PORT), proper host loop, and initialise a
GameSession so NMT_Join -> Login no longer fails ("GameSession is null").
- UWorld.WelcomePlayer: send the world's real map/game mode to the client
instead of the UE ThirdPerson template.
- Dockerfile.gameserver + .gitea/workflows/game-server.yml: build/push a
separate image (the-cycle-game) on the game-server branch, ntfy notify.
- GAMESERVER.md: honest state + roadmap (player spawn + movement
replication need live client testing; AI/loot intentionally deferred).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,28 @@
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name: Build Game Server
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on:
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push:
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branches: [game-server]
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workflow_dispatch: {}
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env:
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IMAGE: git.nfteam.ovh/neckfire/the-cycle-game
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jobs:
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build:
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runs-on: ubuntu-latest
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steps:
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- name: Checkout
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uses: actions/checkout@v4
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- name: Build & push image
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run: |
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set -e
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echo "${{ secrets.REGISTRY_PASSWORD }}" | docker login git.nfteam.ovh -u "${{ secrets.REGISTRY_USER }}" --password-stdin
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SHA="${GITHUB_SHA::12}"
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docker build -t "${IMAGE}:game-server" -t "${IMAGE}:${SHA}" -f Dockerfile.gameserver .
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docker push --all-tags "${IMAGE}"
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- name: Notify ntfy
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if: always()
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run: |
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if [ "${{ job.status }}" = "success" ]; then EMOJI="white_check_mark"; PRIO="default"; else EMOJI="rotating_light"; PRIO="high"; fi
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curl -s -H "Authorization: Bearer ${{ secrets.NTFY_TOKEN }}" -H "Title: ${GITHUB_REPOSITORY} game-server — ${{ job.status }}" \
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-H "Priority: ${PRIO}" -H "Tags: ${EMOJI}" -H "Click: ${GITHUB_SERVER_URL}/${GITHUB_REPOSITORY}/actions" \
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-d "${GITHUB_WORKFLOW} (${GITHUB_REF_NAME} #${GITHUB_RUN_NUMBER}) : ${{ job.status }}" \
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"${{ secrets.NTFY_URL }}/${{ secrets.NTFY_TOPIC }}" || true
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@@ -0,0 +1,14 @@
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# The Cycle: Frontier — serveur de jeu dédié (EXPÉRIMENTAL / R&D).
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# Réimplémentation du serveur autoritaire Unreal (Prospect.Unreal). Build depuis les sources.
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FROM mcr.microsoft.com/dotnet/sdk:8.0 AS build
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WORKDIR /src
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COPY src/ ./src/
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RUN dotnet publish src/Prospect.Server.Game/Prospect.Server.Game.csproj -c Release -o /app
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FROM mcr.microsoft.com/dotnet/runtime:8.0
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WORKDIR /app
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COPY --from=build /app ./
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# Le réseau Unreal est en UDP.
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EXPOSE 7777/udp
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# Configurable : PROSPECT_MAP / PROSPECT_GAMEMODE / PROSPECT_PORT
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ENTRYPOINT ["dotnet", "Prospect.Server.Game.dll"]
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@@ -0,0 +1,62 @@
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# Serveur de jeu dédié — R&D (branche `game-server`)
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> ⚠️ **Expérimental.** Objectif : un serveur de jeu **autoritaire** pour que plusieurs
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> joueurs soient dans la **même instance** (se voir, bouger). C'est un chantier de
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> reverse-engineering du serveur Unreal du Cycle. **Un raid co-op complet reste hors de portée
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> réaliste** ; on avance par jalons. **IA et loot volontairement hors périmètre pour l'instant.**
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## Pièces en jeu
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- **`Prospect.Unreal`** — réimplémentation en C# de la couche réseau d'Unreal Engine
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(NetDriver UDP, channels control/actor, bunches, packet handler, handshake, `UWorld`,
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`AGameModeBase`/`APlayerController`/`APawn`).
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- **`Prospect.Server.Game`** — l'exécutable serveur (host loop, monde, game mode).
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## État actuel (ce qui marche côté serveur)
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Le **handshake de connexion Unreal est implémenté** et va jusqu'au spawn du PlayerController :
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```
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NMT_Hello → SendChallenge
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NMT_Login → PreLogin → WelcomePlayer (envoie map + game mode)
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NMT_Join → SpawnPlayActor → GameMode.Login → APlayerController
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```
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Corrections/avancées de cette branche :
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- **Cible la map/gamemode du Cycle** (`/Game/Maps/MP/Station/Station_P` + `YGameMode_Station`)
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au lieu de la map template d'UE. Configurable via `PROSPECT_MAP` / `PROSPECT_GAMEMODE` / `PROSPECT_PORT`.
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- **`WelcomePlayer`** envoie désormais la **vraie** map/gamemode du monde (plus le template).
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- **`GameSession`** est initialisée → le login ne plante plus sur `"GameSession is null"`
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(c'était le point de blocage juste avant le spawn).
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## Ce qui manque (roadmap, du plus atteignable au plus dur)
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1. **Connexion client réelle** : valider le handshake complet avec le **vrai client** (pas le
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harnais `Client.cs`). Nécessite des **tests en live** (impossible à valider hors client).
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2. **Spawn du Pawn du Cycle** : `GameMode.Login` spawn un `APlayerController` mais **pas** le
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personnage. Il faut spawner la **classe de Pawn spécifique du Cycle** (`YCharacter…`) avec le
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bon **NetGUID / class path** pour que le client l'instancie.
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3. **Réplication du mouvement** : répliquer les propriétés du `CharacterMovementComponent`
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(position/rotation/état) chaque tick → **le premier vrai « se voir bouger »**.
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4. *(plus tard)* IA, loot, dégâts, tempête, évac… — **hors périmètre pour l'instant**.
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Les jalons 2–3 demandent de connaître les **classes répliquées du jeu** (côté client, non
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présentes dans le code serveur) et **itèrent en live** avec le client. C'est le vrai mur.
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## Build / run
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```bash
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# build
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dotnet build src/Prospect.Server.Game/Prospect.Server.Game.csproj -c Release
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# run (défauts : station, port 7777 UDP)
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dotnet run --project src/Prospect.Server.Game
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# ou conteneur
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docker build -t the-cycle-game -f Dockerfile.gameserver .
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docker run --rm -p 7777:7777/udp the-cycle-game
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```
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## CI/CD
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`.gitea/workflows/game-server.yml` : à chaque push sur `game-server`, build de `Dockerfile.gameserver`
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→ image **`git.nfteam.ovh/neckfire/the-cycle-game`** (tags `game-server` + sha) + notif ntfy.
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Image **séparée** de l'API (`the-cycle`) — les deux ne se marchent pas dessus.
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## Honnêteté
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Ceci est une **base d'exploration**. Le handshake + le spawn du controller avancent ; le
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« 2 joueurs se voient bouger » dépend du spawn du pawn du Cycle + réplication, qui exige du RE
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spécifique au jeu **et** des tests dans le client réel. Aucune garantie d'aboutir.
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@@ -1,4 +1,5 @@
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using Prospect.Unreal.Core;
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using Prospect.Unreal.Core;
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using Prospect.Unreal.Net.Actors;
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using Prospect.Unreal.Runtime;
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using Serilog;
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@@ -25,23 +26,41 @@ internal static class Program
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.WriteTo.Console(outputTemplate: "[{Timestamp:HH:mm:ss} {Level:u3}] ({SourceContext,-52}) {Message:lj}{NewLine}{Exception}")
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.CreateLogger();
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Logger.Information("Starting Prospect.Server.Game");
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// The Cycle: Frontier authoritative game server.
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// We start on the station map (the simplest shared space to get two players spawned
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// and moving); the raid maps (Bright Sands, …) come once spawn + movement replication
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// work end to end. AI and loot are intentionally out of scope for now.
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var map = Environment.GetEnvironmentVariable("PROSPECT_MAP") ?? "/Game/Maps/MP/Station/Station_P";
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var gameMode = Environment.GetEnvironmentVariable("PROSPECT_GAMEMODE") ?? "/Script/Prospect/YGameMode_Station";
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var port = int.TryParse(Environment.GetEnvironmentVariable("PROSPECT_PORT"), out var p) ? p : 7777;
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// Prospect:
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// Map: /Game/Maps/MP/Station/Station_P
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// GameMode: /Script/Prospect/YGameMode_Station
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Logger.Information("Starting Prospect.Server.Game — map={Map} gameMode={GameMode} port={Port}", map, gameMode, port);
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var worldUrl = new FUrl
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{
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Map = "/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap"
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};
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var worldUrl = new FUrl { Map = map, Port = port };
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worldUrl.Options.Add($"game={gameMode}");
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await using (var world = new ProspectWorld())
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{
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world.SetGameInstance(new UGameInstance());
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world.SetGameMode(worldUrl);
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// The game mode needs a GameSession, otherwise NMT_Join -> SpawnPlayActor -> Login
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// fails with "GameSession is null" and the player is never spawned.
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var authGameMode = world.GetAuthGameMode();
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if (authGameMode != null && authGameMode.GameSession == null)
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{
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authGameMode.GameSession = new AGameSession();
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}
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world.InitializeActorsForPlay(worldUrl, true);
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world.Listen();
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if (!world.Listen())
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{
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Logger.Fatal("Failed to start listening (port {Port} already in use?)", port);
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return;
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}
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Logger.Information("Server listening on :{Port}. Waiting for players…", port);
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while (await Tick.WaitForNextTickAsync())
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{
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@@ -434,13 +434,14 @@ public abstract partial class UWorld : FNetworkNotify, IAsyncDisposable
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private void WelcomePlayer(UNetConnection connection)
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{
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// TODO: Properly fetch level name from CurrentLevel
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var levelName = "/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap";
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// TODO: Properly fetch from AuthorityGameMode
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var gameName = "/Script/ThirdPersonMP.ThirdPersonMPGameMode";
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// Tell the client which level + game mode to travel to. Previously hardcoded to the
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// UE ThirdPerson template; now use the world's configured map and the "game=" option
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// (set by the host), falling back to the template if unset.
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var levelName = string.IsNullOrEmpty(Url.Map) ? "/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap" : Url.Map;
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var gameName = Url.GetOption("game=", "/Script/ThirdPersonMP.ThirdPersonMPGameMode") ?? string.Empty;
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var redirectUrl = string.Empty;
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Logger.Information("Welcoming player -> level={Level} game={Game}", levelName, gameName);
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NMT_Welcome.Send(connection, levelName, gameName, redirectUrl);
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connection.FlushNet();
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