3ddelano / epic-online-services-godot

Unofficial Epic Online Services wrapper for Godot Engine 4.2 (EOSG) (includes demo project)
MIT License
174 stars 12 forks source link
eos eosg epic-games epic-online-services gdextension gdscript godot godot-addon godot-csharp godot-demo godot-engine godot-multiplayer godot-plugin godot-sample godot3 godotengine hacktoberfest multiplayer networking

Epic Online Services Godot (EOSG)

Project Logo

Unofficial Epic Online Services wrapper for Godot Engine 4.2 (includes demo project)

Godot3   Epic Online Services 1.16.3

Supports Windows x64, Linux x64 and Android

Disclaimer: This project is NOT affiliated with Epic Games Inc or Godot Engine. It doesn't endorse Epic Online Services. This project and sample Godot scenes are provided solely for educational purposes and may or may not comply with Epic Games' Design Guidelines, if you plan to release a game make sure you read the Guidelines and any other steps needed to release a public game like asking for user consent, option to delete user data, website with privacy policy and license, etc.

The main branch is for Godot 4.2

The godot3-mono branch is for Godot 3 Mono (C#) (un maintained)

Features

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Support Development

Making this project took a lot of time and effort, reading the Epic Online Services documentation countless times and testing each method in Godot. I would really appreciate if you could support the project in any way.

Buy Me A Coffee
Github Sponsor

Want to support in other ways? Contact me on Discord: @3ddelano

Join the Discord server for discussing suggestions or bugs: 3ddelano Cafe

Demo Video (Youtube)

Watch the playlist

Epic Online Services Tutorial series

Documentation (Coming Soon)

Screenshots

How does it work

This project uses GDExtension to wrap the Epic Online Services C SDK so that it can be easily used in Godot using GDScript, C#, etc with similar class hierarchy and static type support. It makes use of signals for sending events like user login, logout, achievement unlock, etc.

Installation

This is a regular plugin for Godot 4.2. To install the plugin follow the steps below:

  1. Goto the Releases section and download the latest release
  2. Extract the zip file and copy the addons/epic-online-services-godot folder into the res://addons/ folder of your project. If the res://addons does not exist, create it.
  3. In the Godot editor, goto Project->Project Settings->Plugins and enable the Epic Online Services Godot 4.2 (EOSG) plugin.
  4. Restart the godot editor.
  5. You can now use the plugin. Head to the Documentation for more information on how to use the plugin. Use the below starter script.

    # In main script
    extends Node
    
    func _ready() -> void:
        # Initialize the SDK
        var init_opts = EOS.Platform.InitializeOptions.new()
        init_opts.product_name = "PRODUCT_NAME_HERE"
        init_opts.product_version = "PRODUCT_VERSION_HERE"
    
        var init_res := EOS.Platform.PlatformInterface.initialize(init_opts)
        if not EOS.is_success(init_res):
            print("Failed to initialize EOS SDK: ", EOS.result_str(init_res))
            return
    
        # Create platform
        var create_opts = EOS.Platform.CreateOptions.new()
        create_opts.product_id = "PRODUCT_ID_HERE"
        create_opts.sandbox_id = "SANDBOX_ID_HERE"
        create_opts.deployment_id = "DEPLOYMENT_ID_HERE"
        create_opts.client_id = "CLIENT_ID_HERE"
        create_opts.client_secret = "CLIENT_SECRET_HERE"
        create_opts.encryption_key = "ENCRYPTION_KEY_HERE"
    
        # Enable Social Overlay on Windows
        if OS.get_name() == "Windows":
            create_opts.flags = EOS.Platform.PlatformFlags.WindowsEnableOverlayOpengl
    
        var create_success := EOS.Platform.PlatformInterface.create(create_opts)
        if not create_success:
            print("Failed to create EOS Platform")
            return
    
        # Setup Logs from EOS
        IEOS.logging_interface_callback.connect(_on_logging_interface_callback)
        var res := EOS.Logging.set_log_level(EOS.Logging.LogCategory.AllCategories, EOS.Logging.LogLevel.Info)
        if res != EOS.Result.Success:
            print("Failed to set log level: ", EOS.result_str(res))
    
        _anonymous_login()
    
    func _on_logging_interface_callback(msg) -> void:
        msg = EOS.Logging.LogMessage.from(msg) as EOS.Logging.LogMessage
        print("SDK %s | %s" % [msg.category, msg.message])
    
    func _anonymous_login() -> void:
        # Login using Device ID (no user interaction/credentials required)
        # Note: Device ID login method is for mobile devices
        # Note: It may not work on some desktops
        # Note: Rather for testing using the Dev Auth tool login method
        var opts = EOS.Connect.CreateDeviceIdOptions.new()
        opts.device_model = OS.get_name() + " " + OS.get_model_name()
        EOS.Connect.ConnectInterface.create_device_id(opts)
        await IEOS.connect_interface_create_device_id_callback
    
        var credentials = EOS.Connect.Credentials.new()
        credentials.token = null
        credentials.type = EOS.ExternalCredentialType.DeviceidAccessToken
    
        var user_login_info = EOS.Connect.UserLoginInfo.new()
        user_login_info.display_name = "Anon User"
    
        var login_opts = EOS.Connect.LoginOptions.new()
        login_opts.credentials = credentials
        login_opts.user_login_info = user_login_info
        IEOS.connect_interface_login_callback.connect(_on_connect_interface_login_callback)
        EOS.Connect.ConnectInterface.login(login_opts)
    
    func _on_connect_interface_login_callback(data: Dictionary) -> void:
        if not data.success:
            print("Login failed")
            EOS.print_result(data)
            return
    
        print_rich("[b]Login successfull[/b]: local_user_id=", data.local_user_id)

Development Setup

Pre-requisites

To develop this plugin, follow the below steps:

  1. Download/clone the repository.

  2. Extract the EOS C SDK zip downloaded from Epic Games, rename it to eos-sdk and paste it in the thirdparty/ folder. Refer to the below folder structure.

  3. Build the GDExtension plugin in debug mode (With debug symbols)

    # In root folder
    scons platform=<platform> target=template_debug dev_build=yes

    Eg. scons platform=windows target=template_debug dev_build=yes

  4. Build the GDExtension plugin for release (Optimized)

    # In root folder
    scons platform=windows target=template_release
  5. The built GDExtension library will be in the res://addons/epic-online-services-godot/bin/ folder of the sample project.

How to run the sample project?

The sample Godot project is located in the Sample folder

  1. Clone/Download the repo.

  2. Download the latest release from the Releases section and replace the existing /addons/epic-online-services-godot with the one from the Release (this includes the built shared libraries).

  3. Copy your credentials (Product Id, Sandbox Id, Deployment Id, Client Id, Client Secret) of your Epic Games "Product" from the Epic Games Dev Portal and paste them in Main.gd script in the relevant sections. The encryption key is a random 64 character long string. These credentials need to be kept as private as possible. One way is to make sure to encrypt all scripts when exporting the final game. (See Compiling with script key encryption)

  4. Configure your Product on the EOS Dev Portal with the following configuration:

    • In the Client Policies section in Product Settings, for the Client policy type choose Custom policy, enable the User is required and enable every features and action except Connect (Trusted Server Required). This will allow the sample to access the different services provided by Epic Online Services. In your actual game, the client policy is important and you should give minimal permissions to features.
    • In the Permissions section of Epic Account Services, enable all three: Basic Profile, Online Presence and Friends.
    • (Optional if you want some pre-made achievements) In the Achievements section in Game Services, use the Bulk Import option and import the HelloProduct.zip file located at res://HelloProduct.zip

Bootstrapping Godot executable with Epic Online Services

If you want to use the Account Portal login option in Epic Online Services, you need to bootstrap the Godot/Game executable as needed by EOS-SDK 1.15 and greater. See Redistributable Installer

A sample of the generated .ini file for the Godot Editor is shown below (during game development):

ApplicationPath=Godot_v4.2.0-stable_win64.exe
WorkingDirectory=
WaitForExit=0
NoOperation=0

Follow the instructions in Running the service for local development and:

Exporting for Android

Pre-requisites

  1. Extract the EOS Android SDK zip downloaded from Epic Games, rename it to eos-sdk and paste it in the thirdparty/ folder.

  2. Setup the Android Build Template in your Godot project by following the tutorial Gradle builds for Andriod. This will create an android project in res://android/build.

  3. Now with reference to the tutorial Add the EOS SDK to Your Android Studio Project, perform the following steps.

  4. In the res://android/build/build.gradle file, add the following lines after the implementations in the dependencies section.

    Before

    dependencies {
        implementation libraries.kotlinStdLib
        implementation libraries.androidxFragment
        ... other code

    After

    dependencies {
        implementation libraries.kotlinStdLib
        implementation libraries.androidxFragment
    
        // EOS SDK dependencies
        implementation 'androidx.appcompat:appcompat:1.5.1'
        implementation 'androidx.constraintlayout:constraintlayout:2.1.4'
        implementation 'androidx.security:security-crypto:1.0.0'
        implementation 'androidx.browser:browser:1.4.0'
        implementation files('../../../thirdparty/eos-sdk/SDK/Bin/Android/static-stdc++/aar/eossdk-StaticSTDC-release.aar')
    
        ...other code
  5. In the res://android/build/build.gradle file, add the following lines after the defaultConfig in the android section.

    Before

    android {
    
        ... other code
    
        defaultConfig {
            ... other code
    
            // Feel free to modify the application id to your own.
            applicationId getExportPackageName()
            versionCode getExportVersionCode()
            versionName getExportVersionName()
            minSdkVersion getExportMinSdkVersion()
            targetSdkVersion getExportTargetSdkVersion()
    
            missingDimensionStrategy 'products', 'template'
        }
    
        ... other code

    After

    android {
    
        ... other code
    
        defaultConfig {
            ... other code
    
            // Feel free to modify the application id to your own.
            applicationId getExportPackageName()
            versionCode getExportVersionCode()
            versionName getExportVersionName()
            minSdkVersion getExportMinSdkVersion()
            targetSdkVersion getExportTargetSdkVersion()
    
            missingDimensionStrategy 'products', 'template'
    
            // This is needed by EOS Android SDK
            String ClientId = "PUT YOUR EOS CLIENT ID HERE"
            resValue("string", "eos_login_protocol_scheme", "eos." + ClientId.toLowerCase())
        }
    
        ... other code
  6. In the res://android/build/config.gradle file, update the minSdk to 23 to match with the requirements of the EOS Android SDK.

    Before

    minSdk             : 21,

    After

    minSdk             : 23,
  7. In the res://android/build/src/com/godot/game/GodotGame.java file, update it as follows.

    package com.godot.game;
    
    import com.epicgames.mobile.eossdk.EOSSDK;     // added
    import org.godotengine.godot.GodotActivity;
    
    import android.os.Bundle;
    
    public class GodotApp extends GodotActivity {
        static {                                   // added
            System.loadLibrary("EOSSDK");          // added
        }                                          // added
    
        @Override
        public void onCreate(Bundle savedInstanceState) {
            EOSSDK.init(getActivity());  // added
    
            setTheme(R.style.GodotAppMainTheme);
            super.onCreate(savedInstanceState);
    
        }
    }
    
  8. Now open your project in the Godot Editor, and goto Project -> Export and create a new Android export profile.

  9. In the Gradle Build section, enable Use Gradle Build. In the Architectures section enable arm64-v8a. In the Permissions section ensure that ACESSS_NETWORK_STATE, ACCESS_WIFI_STATE and INTERNET are enabled. These permissions are needed for the EOS SDK to work. Fill in the other details such as package name, etc as needed.

  10. You can now export the Android APK by clicking the Export Project button.

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