Merge 'gameliftfeature' branch into 'development' branch (#1534)

This commit is contained in:
Vincent Liu
2021-06-24 09:13:35 -07:00
committed by GitHub
parent 5ec274d800
commit 149cb2e2f2
70 changed files with 5914 additions and 0 deletions
@@ -0,0 +1,89 @@
#
# All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
# its licensors.
#
# For complete copyright and license terms please see the LICENSE at the root of this
# distribution (the "License"). All use of this software is governed by the License,
# or, if provided, by the license below or the license accompanying this file. Do not
# remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
#
set(awsgameliftclient_compile_definition $<IF:$<CONFIG:release>,AWSGAMELIFT_RELEASE,AWSGAMELIFT_DEV>)
ly_add_target(
NAME AWSGameLift.Client.Static STATIC
NAMESPACE Gem
FILES_CMAKE
awsgamelift_client_files.cmake
INCLUDE_DIRECTORIES
PUBLIC
Include
PRIVATE
Source
../AWSGameLiftCommon/Source
COMPILE_DEFINITIONS
PRIVATE
${awsgameliftclient_compile_definition}
BUILD_DEPENDENCIES
PRIVATE
AZ::AzCore
AZ::AzFramework
Gem::AWSCore
3rdParty::AWSNativeSDK::GameLiftClient
)
ly_add_target(
NAME AWSGameLift.Clients ${PAL_TRAIT_MONOLITHIC_DRIVEN_MODULE_TYPE}
NAMESPACE Gem
FILES_CMAKE
awsgamelift_client_shared_files.cmake
INCLUDE_DIRECTORIES
PRIVATE
Source
BUILD_DEPENDENCIES
PRIVATE
AZ::AzCore
3rdParty::AWSNativeSDK::GameLiftClient
PUBLIC
Gem::AWSGameLift.Client.Static
RUNTIME_DEPENDENCIES
Gem::AWSCore
)
# Load the "Gem::AWSGameLift" module in all types of applications.
if (PAL_TRAIT_BUILD_HOST_TOOLS)
ly_create_alias(NAME AWSGameLift.Tools NAMESPACE Gem TARGETS Gem::AWSGameLift.Clients)
ly_create_alias(NAME AWSGameLift.Builders NAMESPACE Gem TARGETS Gem::AWSGameLift.Clients)
endif()
################################################################################
# Tests
################################################################################
if(PAL_TRAIT_BUILD_TESTS_SUPPORTED)
ly_add_target(
NAME AWSGameLift.Client.Tests ${PAL_TRAIT_TEST_TARGET_TYPE}
NAMESPACE Gem
FILES_CMAKE
awsgamelift_client_tests_files.cmake
INCLUDE_DIRECTORIES
PRIVATE
Include
Tests
Source
../AWSGameLiftCommon/Source
BUILD_DEPENDENCIES
PRIVATE
AZ::AzCore
AZ::AzFramework
AZ::AzTest
Gem::AWSCore
Gem::AWSGameLift.Client.Static
3rdParty::AWSNativeSDK::GameLiftClient
AZ::AWSNativeSDKInit
)
# Add AWSGameLift.Client.Tests to googletest
ly_add_googletest(
NAME Gem::AWSGameLift.Client.Tests
)
endif()
@@ -0,0 +1,39 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <AzFramework/Session/ISessionRequests.h>
namespace AWSGameLift
{
//! AWSGameLiftCreateSessionOnQueueRequest
//! GameLift create session on queue request which corresponds to Amazon GameLift
//! StartGameSessionPlacement
struct AWSGameLiftCreateSessionOnQueueRequest
: public AzFramework::CreateSessionRequest
{
public:
AZ_RTTI(AWSGameLiftCreateSessionOnQueueRequest, "{2B99E594-CE81-4EB0-8888-74EF4242B59F}", AzFramework::CreateSessionRequest);
static void Reflect(AZ::ReflectContext* context);
AWSGameLiftCreateSessionOnQueueRequest() = default;
virtual ~AWSGameLiftCreateSessionOnQueueRequest() = default;
// Name of the queue to use to place the new game session. You can use either the queue name or ARN value.
AZStd::string m_queueName;
// A unique identifier to assign to the new game session placement. This value is developer-defined.
// The value must be unique across all Regions and cannot be reused unless you are resubmitting a canceled or timed-out placement request.
AZStd::string m_placementId;
};
} // namespace AWSGameLift
@@ -0,0 +1,42 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <AzFramework/Session/ISessionRequests.h>
namespace AWSGameLift
{
//! AWSGameLiftCreateSessionRequest
//! GameLift create session on fleet request which corresponds to Amazon GameLift
//! CreateGameSessionRequest
struct AWSGameLiftCreateSessionRequest
: public AzFramework::CreateSessionRequest
{
public:
AZ_RTTI(AWSGameLiftCreateSessionRequest, "{69612D5D-F899-4DEB-AD63-4C497ABC5C0D}", AzFramework::CreateSessionRequest);
static void Reflect(AZ::ReflectContext* context);
AWSGameLiftCreateSessionRequest() = default;
virtual ~AWSGameLiftCreateSessionRequest() = default;
// A unique identifier for the alias associated with the fleet to create a game session in.
AZStd::string m_aliasId;
// A unique identifier for the fleet to create a game session in.
AZStd::string m_fleetId;
// Custom string that uniquely identifies the new game session request.
// This is useful for ensuring that game session requests with the same idempotency token are processed only once.
AZStd::string m_idempotencyToken;
};
} // namespace AWSGameLift
@@ -0,0 +1,33 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <AzFramework/Session/ISessionRequests.h>
namespace AWSGameLift
{
//! AWSGameLiftJoinSessionRequest
//! GameLift join session request which corresponds to Amazon GameLift CreatePlayerSessionRequest.
//! Once player session has been created successfully in game session, gamelift client manager will
//! signal Multiplayer Gem to setup networking connection.
struct AWSGameLiftJoinSessionRequest
: public AzFramework::JoinSessionRequest
{
public:
AZ_RTTI(AWSGameLiftJoinSessionRequest, "{6EED6D15-531A-4956-90D0-2EDA31AC9CBA}", AzFramework::JoinSessionRequest);
static void Reflect(AZ::ReflectContext* context);
AWSGameLiftJoinSessionRequest() = default;
virtual ~AWSGameLiftJoinSessionRequest() = default;
};
} // namespace AWSGameLift
@@ -0,0 +1,42 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <AzFramework/Session/ISessionRequests.h>
namespace AWSGameLift
{
//! AWSGameLiftSearchSessionsRequest
//! GameLift search sessions request which corresponds to Amazon GameLift
//! SearchSessionsRequest
struct AWSGameLiftSearchSessionsRequest
: public AzFramework::SearchSessionsRequest
{
public:
AZ_RTTI(AWSGameLiftSearchSessionsRequest, "{864C91C0-CA53-4585-BF07-066C0DF3E198}", AzFramework::SearchSessionsRequest);
static void Reflect(AZ::ReflectContext* context);
AWSGameLiftSearchSessionsRequest() = default;
virtual ~AWSGameLiftSearchSessionsRequest() = default;
// A unique identifier for the alias associated with the fleet to search for active game sessions.
AZStd::string m_aliasId;
// A unique identifier for the fleet to search for active game sessions.
AZStd::string m_fleetId;
// A fleet location to search for game sessions.
AZStd::string m_location;
};
} // namespace AWSGameLift
@@ -0,0 +1,78 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <AzCore/EBus/EBus.h>
#include <AzCore/RTTI/BehaviorContext.h>
#include <AzCore/std/string/string.h>
#include <AzFramework/Session/ISessionRequests.h>
namespace AWSGameLift
{
//! IAWSGameLiftRequests
//! GameLift Gem interfaces to configure client manager
class IAWSGameLiftRequests
{
public:
AZ_RTTI(IAWSGameLiftRequests, "{494167AD-1185-4AF3-8BF9-C8C37FC9C199}");
IAWSGameLiftRequests() = default;
virtual ~IAWSGameLiftRequests() = default;
//! ConfigureGameLiftClient
//! Configure GameLift client to interact with Amazon GameLift service
//! @param region Specifies the AWS region to use
//! @return True if client configuration succeeds, false otherwise
virtual bool ConfigureGameLiftClient(const AZStd::string& region) = 0;
//! CreatePlayerId
//! Create a new, random ID number for every player in every new game session.
//! @param includeBrackets Whether includes brackets in player id
//! @param includeDashes Whether includes dashes in player id
//! @return The player id to use in game session
virtual AZStd::string CreatePlayerId(bool includeBrackets, bool includeDashes) = 0;
};
// IAWSGameLiftRequests EBus wrapper for scripting
class AWSGameLiftRequests
: public AZ::EBusTraits
{
public:
using MutexType = AZStd::recursive_mutex;
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single;
static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single;
};
using AWSGameLiftRequestBus = AZ::EBus<IAWSGameLiftRequests, AWSGameLiftRequests>;
// ISessionAsyncRequests EBus wrapper for scripting
class AWSGameLiftSessionAsyncRequests
: public AZ::EBusTraits
{
public:
using MutexType = AZStd::recursive_mutex;
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single;
static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single;
};
using AWSGameLiftSessionAsyncRequestBus = AZ::EBus<AzFramework::ISessionAsyncRequests, AWSGameLiftSessionAsyncRequests>;
// ISessionRequests EBus wrapper for scripting
class AWSGameLiftSessionRequests
: public AZ::EBusTraits
{
public:
using MutexType = AZStd::recursive_mutex;
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single;
static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single;
};
using AWSGameLiftSessionRequestBus = AZ::EBus<AzFramework::ISessionRequests, AWSGameLiftSessionRequests>;
} // namespace AWSGameLift
@@ -0,0 +1,360 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <AzCore/Console/IConsole.h>
#include <AzCore/Interface/Interface.h>
#include <AzCore/Jobs/JobFunction.h>
#include <AzCore/std/smart_ptr/make_shared.h>
#include <AzFramework/Session/SessionConfig.h>
#include <AWSCoreBus.h>
#include <Credential/AWSCredentialBus.h>
#include <ResourceMapping/AWSResourceMappingBus.h>
#include <AWSGameLiftClientManager.h>
#include <Activity/AWSGameLiftCreateSessionActivity.h>
#include <Activity/AWSGameLiftCreateSessionOnQueueActivity.h>
#include <Activity/AWSGameLiftJoinSessionActivity.h>
#include <Activity/AWSGameLiftLeaveSessionActivity.h>
#include <Activity/AWSGameLiftSearchSessionsActivity.h>
#include <aws/core/auth/AWSCredentialsProvider.h>
namespace AWSGameLift
{
#if defined(AWSGAMELIFT_DEV)
AZ_CVAR(AZ::CVarFixedString, cl_gameliftLocalEndpoint, "", nullptr, AZ::ConsoleFunctorFlags::Null, "The local endpoint to test with GameLiftLocal SDK.");
#endif
AWSGameLiftClientManager::AWSGameLiftClientManager()
{
m_gameliftClient.reset();
}
void AWSGameLiftClientManager::ActivateManager()
{
AZ::Interface<IAWSGameLiftRequests>::Register(this);
AWSGameLiftRequestBus::Handler::BusConnect();
AZ::Interface<AzFramework::ISessionAsyncRequests>::Register(this);
AWSGameLiftSessionAsyncRequestBus::Handler::BusConnect();
AZ::Interface<AzFramework::ISessionRequests>::Register(this);
AWSGameLiftSessionRequestBus::Handler::BusConnect();
}
void AWSGameLiftClientManager::DeactivateManager()
{
AWSGameLiftSessionRequestBus::Handler::BusDisconnect();
AZ::Interface<AzFramework::ISessionRequests>::Unregister(this);
AWSGameLiftSessionAsyncRequestBus::Handler::BusDisconnect();
AZ::Interface<AzFramework::ISessionAsyncRequests>::Unregister(this);
AWSGameLiftRequestBus::Handler::BusDisconnect();
AZ::Interface<IAWSGameLiftRequests>::Unregister(this);
}
bool AWSGameLiftClientManager::ConfigureGameLiftClient(const AZStd::string& region)
{
m_gameliftClient.reset();
Aws::Client::ClientConfiguration clientConfig;
// Set up client endpoint or region
AZStd::string localEndpoint = "";
#if defined(AWSGAMELIFT_DEV)
localEndpoint = static_cast<AZ::CVarFixedString>(cl_gameliftLocalEndpoint);
#endif
if (!localEndpoint.empty())
{
// The attribute needs to override to interact with GameLiftLocal
clientConfig.endpointOverride = localEndpoint.c_str();
}
else if (!region.empty())
{
clientConfig.region = region.c_str();
}
else
{
AZStd::string clientRegion;
AWSCore::AWSResourceMappingRequestBus::BroadcastResult(clientRegion, &AWSCore::AWSResourceMappingRequests::GetDefaultRegion);
if (clientRegion.empty())
{
AZ_Error(AWSGameLiftClientManagerName, false, AWSGameLiftClientRegionMissingErrorMessage);
return false;
}
clientConfig.region = clientRegion.c_str();
}
// Fetch AWS credential for client
AWSCore::AWSCredentialResult credentialResult;
AWSCore::AWSCredentialRequestBus::BroadcastResult(credentialResult, &AWSCore::AWSCredentialRequests::GetCredentialsProvider);
if (!localEndpoint.empty())
{
credentialResult.result = std::make_shared<Aws::Auth::AnonymousAWSCredentialsProvider>();
}
else if (!credentialResult.result)
{
AZ_Error(AWSGameLiftClientManagerName, false, AWSGameLiftClientCredentialMissingErrorMessage);
return false;
}
m_gameliftClient = AZStd::make_shared<Aws::GameLift::GameLiftClient>(credentialResult.result, clientConfig);
return true;
}
AZStd::string AWSGameLiftClientManager::CreatePlayerId(bool includeBrackets, bool includeDashes)
{
return AZ::Uuid::CreateRandom().ToString<AZStd::string>(includeBrackets, includeDashes);
}
AZStd::string AWSGameLiftClientManager::CreateSession(const AzFramework::CreateSessionRequest& createSessionRequest)
{
AZStd::string result = "";
if (CreateSessionActivity::ValidateCreateSessionRequest(createSessionRequest))
{
const AWSGameLiftCreateSessionRequest& gameliftCreateSessionRequest =
static_cast<const AWSGameLiftCreateSessionRequest&>(createSessionRequest);
result = CreateSessionHelper(gameliftCreateSessionRequest);
}
else if (CreateSessionOnQueueActivity::ValidateCreateSessionOnQueueRequest(createSessionRequest))
{
const AWSGameLiftCreateSessionOnQueueRequest& gameliftCreateSessionOnQueueRequest =
static_cast<const AWSGameLiftCreateSessionOnQueueRequest&>(createSessionRequest);
result = CreateSessionOnQueueHelper(gameliftCreateSessionOnQueueRequest);
}
else
{
AZ_Error(AWSGameLiftClientManagerName, false, AWSGameLiftCreateSessionRequestInvalidErrorMessage);
}
return result;
}
void AWSGameLiftClientManager::CreateSessionAsync(const AzFramework::CreateSessionRequest& createSessionRequest)
{
if (CreateSessionActivity::ValidateCreateSessionRequest(createSessionRequest))
{
const AWSGameLiftCreateSessionRequest& gameliftCreateSessionRequest =
static_cast<const AWSGameLiftCreateSessionRequest&>(createSessionRequest);
AZ::JobContext* jobContext = nullptr;
AWSCore::AWSCoreRequestBus::BroadcastResult(jobContext, &AWSCore::AWSCoreRequests::GetDefaultJobContext);
AZ::Job* createSessionJob = AZ::CreateJobFunction(
[this, gameliftCreateSessionRequest]()
{
AZStd::string result = CreateSessionHelper(gameliftCreateSessionRequest);
AzFramework::SessionAsyncRequestNotificationBus::Broadcast(
&AzFramework::SessionAsyncRequestNotifications::OnCreateSessionAsyncComplete, result);
},
true, jobContext);
createSessionJob->Start();
}
else if (CreateSessionOnQueueActivity::ValidateCreateSessionOnQueueRequest(createSessionRequest))
{
const AWSGameLiftCreateSessionOnQueueRequest& gameliftCreateSessionOnQueueRequest =
static_cast<const AWSGameLiftCreateSessionOnQueueRequest&>(createSessionRequest);
AZ::JobContext* jobContext = nullptr;
AWSCore::AWSCoreRequestBus::BroadcastResult(jobContext, &AWSCore::AWSCoreRequests::GetDefaultJobContext);
AZ::Job* createSessionOnQueueJob = AZ::CreateJobFunction(
[this, gameliftCreateSessionOnQueueRequest]()
{
AZStd::string result = CreateSessionOnQueueHelper(gameliftCreateSessionOnQueueRequest);
AzFramework::SessionAsyncRequestNotificationBus::Broadcast(
&AzFramework::SessionAsyncRequestNotifications::OnCreateSessionAsyncComplete, result);
},
true, jobContext);
createSessionOnQueueJob->Start();
}
else
{
AZ_Error(AWSGameLiftClientManagerName, false, AWSGameLiftCreateSessionRequestInvalidErrorMessage);
AzFramework::SessionAsyncRequestNotificationBus::Broadcast(
&AzFramework::SessionAsyncRequestNotifications::OnCreateSessionAsyncComplete, "");
}
}
AZStd::string AWSGameLiftClientManager::CreateSessionHelper(
const AWSGameLiftCreateSessionRequest& createSessionRequest)
{
AZStd::shared_ptr<Aws::GameLift::GameLiftClient> gameLiftClient = m_gameliftClient;
AZStd::string result = "";
if (!gameLiftClient)
{
AZ_Error(AWSGameLiftClientManagerName, false, AWSGameLiftClientMissingErrorMessage);
}
else
{
result = CreateSessionActivity::CreateSession(*gameLiftClient, createSessionRequest);
}
return result;
}
AZStd::string AWSGameLiftClientManager::CreateSessionOnQueueHelper(
const AWSGameLiftCreateSessionOnQueueRequest& createSessionOnQueueRequest)
{
AZStd::shared_ptr<Aws::GameLift::GameLiftClient> gameliftClient = m_gameliftClient;
AZStd::string result;
if (!gameliftClient)
{
AZ_Error(AWSGameLiftClientManagerName, false, AWSGameLiftClientMissingErrorMessage);
}
else
{
result = CreateSessionOnQueueActivity::CreateSessionOnQueue(*gameliftClient, createSessionOnQueueRequest);
}
return result;
}
bool AWSGameLiftClientManager::JoinSession(const AzFramework::JoinSessionRequest& joinSessionRequest)
{
bool result = false;
if (JoinSessionActivity::ValidateJoinSessionRequest(joinSessionRequest))
{
const AWSGameLiftJoinSessionRequest& gameliftJoinSessionRequest =
static_cast<const AWSGameLiftJoinSessionRequest&>(joinSessionRequest);
result = JoinSessionHelper(gameliftJoinSessionRequest);
}
return result;
}
void AWSGameLiftClientManager::JoinSessionAsync(const AzFramework::JoinSessionRequest& joinSessionRequest)
{
if (!JoinSessionActivity::ValidateJoinSessionRequest(joinSessionRequest))
{
AzFramework::SessionAsyncRequestNotificationBus::Broadcast(
&AzFramework::SessionAsyncRequestNotifications::OnJoinSessionAsyncComplete, false);
return;
}
const AWSGameLiftJoinSessionRequest& gameliftJoinSessionRequest =
static_cast<const AWSGameLiftJoinSessionRequest&>(joinSessionRequest);
AZ::JobContext* jobContext = nullptr;
AWSCore::AWSCoreRequestBus::BroadcastResult(jobContext, &AWSCore::AWSCoreRequests::GetDefaultJobContext);
AZ::Job* joinSessionJob = AZ::CreateJobFunction(
[this, gameliftJoinSessionRequest]()
{
bool result = JoinSessionHelper(gameliftJoinSessionRequest);
AzFramework::SessionAsyncRequestNotificationBus::Broadcast(
&AzFramework::SessionAsyncRequestNotifications::OnJoinSessionAsyncComplete, result);
},
true, jobContext);
joinSessionJob->Start();
}
bool AWSGameLiftClientManager::JoinSessionHelper(const AWSGameLiftJoinSessionRequest& joinSessionRequest)
{
AZStd::shared_ptr<Aws::GameLift::GameLiftClient> gameliftClient = m_gameliftClient;
bool result = false;
if (!gameliftClient)
{
AZ_Error(AWSGameLiftClientManagerName, false, AWSGameLiftClientMissingErrorMessage);
}
else
{
auto createPlayerSessionOutcome = JoinSessionActivity::CreatePlayerSession(*gameliftClient, joinSessionRequest);
result = JoinSessionActivity::RequestPlayerJoinSession(createPlayerSessionOutcome);
}
return result;
}
void AWSGameLiftClientManager::LeaveSession()
{
AWSGameLift::LeaveSessionActivity::LeaveSession();
}
void AWSGameLiftClientManager::LeaveSessionAsync()
{
AZ::JobContext* jobContext = nullptr;
AWSCore::AWSCoreRequestBus::BroadcastResult(jobContext, &AWSCore::AWSCoreRequests::GetDefaultJobContext);
AZ::Job* leaveSessionJob = AZ::CreateJobFunction(
[this]()
{
LeaveSession();
AzFramework::SessionAsyncRequestNotificationBus::Broadcast(
&AzFramework::SessionAsyncRequestNotifications::OnLeaveSessionAsyncComplete);
},
true, jobContext);
leaveSessionJob->Start();
}
AzFramework::SearchSessionsResponse AWSGameLiftClientManager::SearchSessions(
const AzFramework::SearchSessionsRequest& searchSessionsRequest) const
{
AzFramework::SearchSessionsResponse response;
if (SearchSessionsActivity::ValidateSearchSessionsRequest(searchSessionsRequest))
{
const AWSGameLiftSearchSessionsRequest& gameliftSearchSessionsRequest =
static_cast<const AWSGameLiftSearchSessionsRequest&>(searchSessionsRequest);
response = SearchSessionsHelper(gameliftSearchSessionsRequest);
}
return response;
}
void AWSGameLiftClientManager::SearchSessionsAsync(const AzFramework::SearchSessionsRequest& searchSessionsRequest) const
{
if (!SearchSessionsActivity::ValidateSearchSessionsRequest(searchSessionsRequest))
{
AzFramework::SessionAsyncRequestNotificationBus::Broadcast(
&AzFramework::SessionAsyncRequestNotifications::OnSearchSessionsAsyncComplete, AzFramework::SearchSessionsResponse());
return;
}
const AWSGameLiftSearchSessionsRequest& gameliftSearchSessionsRequest =
static_cast<const AWSGameLiftSearchSessionsRequest&>(searchSessionsRequest);
AZ::JobContext* jobContext = nullptr;
AWSCore::AWSCoreRequestBus::BroadcastResult(jobContext, &AWSCore::AWSCoreRequests::GetDefaultJobContext);
AZ::Job* searchSessionsJob = AZ::CreateJobFunction(
[this, gameliftSearchSessionsRequest]()
{
AzFramework::SearchSessionsResponse response = SearchSessionsHelper(gameliftSearchSessionsRequest);
AzFramework::SessionAsyncRequestNotificationBus::Broadcast(
&AzFramework::SessionAsyncRequestNotifications::OnSearchSessionsAsyncComplete, response);
},
true, jobContext);
searchSessionsJob->Start();
}
AzFramework::SearchSessionsResponse AWSGameLiftClientManager::SearchSessionsHelper(
const AWSGameLiftSearchSessionsRequest& searchSessionsRequest) const
{
AZStd::shared_ptr<Aws::GameLift::GameLiftClient> gameliftClient = m_gameliftClient;
AzFramework::SearchSessionsResponse response;
if (!gameliftClient)
{
AZ_Error(AWSGameLiftClientManagerName, false, AWSGameLiftClientMissingErrorMessage);
}
else
{
response = SearchSessionsActivity::SearchSessions(*gameliftClient, searchSessionsRequest);
}
return response;
}
void AWSGameLiftClientManager::SetGameLiftClient(AZStd::shared_ptr<Aws::GameLift::GameLiftClient> gameliftClient)
{
m_gameliftClient.swap(gameliftClient);
}
} // namespace AWSGameLift
@@ -0,0 +1,122 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <AzCore/std/smart_ptr/shared_ptr.h>
#include <Request/IAWSGameLiftRequests.h>
namespace Aws
{
namespace GameLift
{
class GameLiftClient;
}
}
namespace AWSGameLift
{
struct AWSGameLiftCreateSessionRequest;
struct AWSGameLiftCreateSessionOnQueueRequest;
struct AWSGameLiftJoinSessionRequest;
struct AWSGameLiftSearchSessionsRequest;
// SessionAsyncRequestNotificationBus EBus handler for scripting
class AWSGameLiftSessionAsyncRequestNotificationBusHandler
: public AzFramework::SessionAsyncRequestNotificationBus::Handler
, public AZ::BehaviorEBusHandler
{
public:
AZ_EBUS_BEHAVIOR_BINDER(
AWSGameLiftSessionAsyncRequestNotificationBusHandler,
"{6E13FC73-53DC-4B6B-AEA7-9038DE4C9635}",
AZ::SystemAllocator,
OnCreateSessionAsyncComplete,
OnSearchSessionsAsyncComplete,
OnJoinSessionAsyncComplete,
OnLeaveSessionAsyncComplete);
void OnCreateSessionAsyncComplete(const AZStd::string& createSessionReponse) override
{
Call(FN_OnCreateSessionAsyncComplete, createSessionReponse);
}
void OnSearchSessionsAsyncComplete(const AzFramework::SearchSessionsResponse& searchSessionsResponse) override
{
Call(FN_OnSearchSessionsAsyncComplete, searchSessionsResponse);
}
void OnJoinSessionAsyncComplete(bool joinSessionsResponse) override
{
Call(FN_OnJoinSessionAsyncComplete, joinSessionsResponse);
}
void OnLeaveSessionAsyncComplete() override
{
Call(FN_OnLeaveSessionAsyncComplete);
}
};
//! AWSGameLiftClientManager
//! GameLift client manager to support game and player session related client requests
class AWSGameLiftClientManager
: public AWSGameLiftRequestBus::Handler
, public AWSGameLiftSessionAsyncRequestBus::Handler
, public AWSGameLiftSessionRequestBus::Handler
{
public:
static constexpr const char AWSGameLiftClientManagerName[] = "AWSGameLiftClientManager";
static constexpr const char AWSGameLiftClientRegionMissingErrorMessage[] =
"Missing AWS region for GameLift client.";
static constexpr const char AWSGameLiftClientCredentialMissingErrorMessage[] =
"Missing AWS credential for GameLift client.";
static constexpr const char AWSGameLiftClientMissingErrorMessage[] =
"GameLift client is not configured yet.";
static constexpr const char AWSGameLiftCreateSessionRequestInvalidErrorMessage[] =
"Invalid GameLift CreateSession or CreateSessionOnQueue request.";
AWSGameLiftClientManager();
virtual ~AWSGameLiftClientManager() = default;
virtual void ActivateManager();
virtual void DeactivateManager();
// AWSGameLiftRequestBus interface implementation
bool ConfigureGameLiftClient(const AZStd::string& region) override;
AZStd::string CreatePlayerId(bool includeBrackets, bool includeDashes) override;
// AWSGameLiftSessionAsyncRequestBus interface implementation
void CreateSessionAsync(const AzFramework::CreateSessionRequest& createSessionRequest) override;
void JoinSessionAsync(const AzFramework::JoinSessionRequest& joinSessionRequest) override;
void SearchSessionsAsync(const AzFramework::SearchSessionsRequest& searchSessionsRequest) const override;
void LeaveSessionAsync() override;
// AWSGameLiftSessionRequestBus interface implementation
AZStd::string CreateSession(const AzFramework::CreateSessionRequest& createSessionRequest) override;
bool JoinSession(const AzFramework::JoinSessionRequest& joinSessionRequest) override;
AzFramework::SearchSessionsResponse SearchSessions(const AzFramework::SearchSessionsRequest& searchSessionsRequest) const override;
void LeaveSession() override;
protected:
// Use for automation tests only to inject mock objects.
void SetGameLiftClient(AZStd::shared_ptr<Aws::GameLift::GameLiftClient> gameliftClient);
private:
AZStd::string CreateSessionHelper(const AWSGameLiftCreateSessionRequest& createSessionRequest);
AZStd::string CreateSessionOnQueueHelper(const AWSGameLiftCreateSessionOnQueueRequest& createSessionOnQueueRequest);
bool JoinSessionHelper(const AWSGameLiftJoinSessionRequest& joinSessionRequest);
AzFramework::SearchSessionsResponse SearchSessionsHelper(const AWSGameLiftSearchSessionsRequest& searchSessionsRequest) const;
AZStd::shared_ptr<Aws::GameLift::GameLiftClient> m_gameliftClient;
};
} // namespace AWSGameLift
@@ -0,0 +1,49 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <AzCore/Memory/SystemAllocator.h>
#include <AzCore/Module/Module.h>
#include <AWSGameLiftClientSystemComponent.h>
namespace AWSGameLift
{
//! Provide the entry point for the gem and register the system component.
class AWSGameLiftClientModule
: public AZ::Module
{
public:
AZ_RTTI(AWSGameLiftClientModule, "{7b920f3e-2b23-482e-a1b6-16bd278d126c}", AZ::Module);
AZ_CLASS_ALLOCATOR(AWSGameLiftClientModule, AZ::SystemAllocator, 0);
AWSGameLiftClientModule()
: AZ::Module()
{
// Push results of [MyComponent]::CreateDescriptor() into m_descriptors here.
m_descriptors.insert(m_descriptors.end(), {
AWSGameLiftClientSystemComponent::CreateDescriptor(),
});
}
/**
* Add required SystemComponents to the SystemEntity.
*/
AZ::ComponentTypeList GetRequiredSystemComponents() const override
{
return AZ::ComponentTypeList {
azrtti_typeid<AWSGameLiftClientSystemComponent>(),
};
}
};
}// namespace AWSGameLift
AZ_DECLARE_MODULE_CLASS(Gem_AWSGameLift_Client, AWSGameLift::AWSGameLiftClientModule)
@@ -0,0 +1,186 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/Serialization/EditContextConstants.inl>
#include <AzFramework/Session/SessionConfig.h>
#include <AWSGameLiftClientManager.h>
#include <AWSGameLiftClientSystemComponent.h>
#include <Request/AWSGameLiftCreateSessionOnQueueRequest.h>
#include <Request/AWSGameLiftCreateSessionRequest.h>
#include <Request/AWSGameLiftJoinSessionRequest.h>
#include <Request/AWSGameLiftSearchSessionsRequest.h>
#include <aws/gamelift/GameLiftClient.h>
namespace AWSGameLift
{
AWSGameLiftClientSystemComponent::AWSGameLiftClientSystemComponent()
{
m_gameliftClientManager = AZStd::make_unique<AWSGameLiftClientManager>();
}
void AWSGameLiftClientSystemComponent::Reflect(AZ::ReflectContext* context)
{
ReflectCreateSessionRequest(context);
AWSGameLiftCreateSessionOnQueueRequest::Reflect(context);
AWSGameLiftCreateSessionRequest::Reflect(context);
AWSGameLiftJoinSessionRequest::Reflect(context);
AWSGameLiftSearchSessionsRequest::Reflect(context);
ReflectSearchSessionsResponse(context);
if (AZ::SerializeContext* serialize = azrtti_cast<AZ::SerializeContext*>(context))
{
serialize->Class<AWSGameLiftClientSystemComponent, AZ::Component>()
->Version(0)
;
if (AZ::EditContext* editContext = serialize->GetEditContext())
{
editContext
->Class<AWSGameLiftClientSystemComponent>(
"AWSGameLiftClient",
"Create the GameLift client manager that handles communication between game clients and the GameLift service.")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("System"))
->Attribute(AZ::Edit::Attributes::AutoExpand, true)
;
}
}
if (AZ::BehaviorContext* behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context))
{
behaviorContext->EBus<AWSGameLiftRequestBus>("AWSGameLiftRequestBus")
->Attribute(AZ::Script::Attributes::Category, "AWSGameLift")
->Event("ConfigureGameLiftClient", &AWSGameLiftRequestBus::Events::ConfigureGameLiftClient,
{{{"Region", ""}}})
->Event("CreatePlayerId", &AWSGameLiftRequestBus::Events::CreatePlayerId,
{{{"IncludeBrackets", ""},
{"IncludeDashes", ""}}})
;
behaviorContext->EBus<AWSGameLiftSessionAsyncRequestBus>("AWSGameLiftSessionAsyncRequestBus")
->Attribute(AZ::Script::Attributes::Category, "AWSGameLift")
->Event("CreateSessionAsync", &AWSGameLiftSessionAsyncRequestBus::Events::CreateSessionAsync,
{{{"CreateSessionRequest", ""}}})
->Event("JoinSessionAsync", &AWSGameLiftSessionAsyncRequestBus::Events::JoinSessionAsync,
{{{"JoinSessionRequest", ""}}})
->Event("SearchSessionsAsync", &AWSGameLiftSessionAsyncRequestBus::Events::SearchSessionsAsync,
{{{"SearchSessionsRequest", ""}}})
->Event("LeaveSessionAsync", &AWSGameLiftSessionAsyncRequestBus::Events::LeaveSessionAsync)
;
behaviorContext
->EBus<AzFramework::SessionAsyncRequestNotificationBus>("AWSGameLiftSessionAsyncRequestNotificationBus")
->Attribute(AZ::Script::Attributes::Category, "AWSGameLift")
->Handler<AWSGameLiftSessionAsyncRequestNotificationBusHandler>()
;
behaviorContext->EBus<AWSGameLiftSessionRequestBus>("AWSGameLiftSessionRequestBus")
->Attribute(AZ::Script::Attributes::Category, "AWSGameLift")
->Event("CreateSession", &AWSGameLiftSessionRequestBus::Events::CreateSession,
{{{"CreateSessionRequest", ""}}})
->Event("JoinSession", &AWSGameLiftSessionRequestBus::Events::JoinSession,
{{{"JoinSessionRequest", ""}}})
->Event("SearchSessions", &AWSGameLiftSessionRequestBus::Events::SearchSessions,
{{{"SearchSessionsRequest", ""}}})
->Event("LeaveSession", &AWSGameLiftSessionRequestBus::Events::LeaveSession)
;
}
}
void AWSGameLiftClientSystemComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
{
provided.push_back(AZ_CRC_CE("AWSGameLiftClientService"));
}
void AWSGameLiftClientSystemComponent::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
{
incompatible.push_back(AZ_CRC_CE("AWSGameLiftClientService"));
}
void AWSGameLiftClientSystemComponent::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required)
{
required.push_back(AZ_CRC_CE("AWSCoreService"));
}
void AWSGameLiftClientSystemComponent::GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent)
{
AZ_UNUSED(dependent);
}
void AWSGameLiftClientSystemComponent::Init()
{
}
void AWSGameLiftClientSystemComponent::Activate()
{
m_gameliftClientManager->ActivateManager();
}
void AWSGameLiftClientSystemComponent::Deactivate()
{
m_gameliftClientManager->DeactivateManager();
}
void AWSGameLiftClientSystemComponent::ReflectCreateSessionRequest(AZ::ReflectContext* context)
{
AzFramework::CreateSessionRequest::Reflect(context);
if (AZ::BehaviorContext* behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context))
{
behaviorContext->Class<AzFramework::CreateSessionRequest>("CreateSessionRequest")
->Attribute(AZ::Script::Attributes::Storage, AZ::Script::Attributes::StorageType::Value)
// Expose base type to BehaviorContext, but hide it to be used directly
->Attribute(AZ::Script::Attributes::ExcludeFrom, AZ::Script::Attributes::ExcludeFlags::All)
;
}
}
void AWSGameLiftClientSystemComponent::ReflectSearchSessionsResponse(AZ::ReflectContext* context)
{
// As it is a common response type, reflection could be moved to AzFramework to avoid duplication
AzFramework::SessionConfig::Reflect(context);
AzFramework::SearchSessionsResponse::Reflect(context);
if (AZ::BehaviorContext* behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context))
{
behaviorContext->Class<AzFramework::SessionConfig>("SessionConfig")
->Attribute(AZ::Script::Attributes::Category, "Session")
->Attribute(AZ::Script::Attributes::Storage, AZ::Script::Attributes::StorageType::Value)
->Property("CreationTime", BehaviorValueProperty(&AzFramework::SessionConfig::m_creationTime))
->Property("CreatorId", BehaviorValueProperty(&AzFramework::SessionConfig::m_creatorId))
->Property("CurrentPlayer", BehaviorValueProperty(&AzFramework::SessionConfig::m_currentPlayer))
->Property("DnsName", BehaviorValueProperty(&AzFramework::SessionConfig::m_dnsName))
->Property("IpAddress", BehaviorValueProperty(&AzFramework::SessionConfig::m_ipAddress))
->Property("MaxPlayer", BehaviorValueProperty(&AzFramework::SessionConfig::m_maxPlayer))
->Property("Port", BehaviorValueProperty(&AzFramework::SessionConfig::m_port))
->Property("SessionId", BehaviorValueProperty(&AzFramework::SessionConfig::m_sessionId))
->Property("SessionName", BehaviorValueProperty(&AzFramework::SessionConfig::m_sessionName))
->Property("SessionProperties", BehaviorValueProperty(&AzFramework::SessionConfig::m_sessionProperties))
->Property("Status", BehaviorValueProperty(&AzFramework::SessionConfig::m_status))
->Property("StatusReason", BehaviorValueProperty(&AzFramework::SessionConfig::m_statusReason))
->Property("TerminationTime", BehaviorValueProperty(&AzFramework::SessionConfig::m_terminationTime))
;
behaviorContext->Class<AzFramework::SearchSessionsResponse>("SearchSessionsResponse")
->Attribute(AZ::Script::Attributes::Category, "Session")
->Attribute(AZ::Script::Attributes::Storage, AZ::Script::Attributes::StorageType::Value)
->Property("NextToken", BehaviorValueProperty(&AzFramework::SearchSessionsResponse::m_nextToken))
->Property("SessionConfigs", BehaviorValueProperty(&AzFramework::SearchSessionsResponse::m_sessionConfigs))
;
}
}
void AWSGameLiftClientSystemComponent::SetGameLiftClientManager(AZStd::unique_ptr<AWSGameLiftClientManager> gameliftClientManager)
{
m_gameliftClientManager.reset();
m_gameliftClientManager = AZStd::move(gameliftClientManager);
}
} // namespace AWSGameLift
@@ -0,0 +1,56 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <AzCore/Component/Component.h>
#include <AzCore/std/smart_ptr/unique_ptr.h>
namespace AWSGameLift
{
class AWSGameLiftClientManager;
//! Gem client system component. Responsible for creating the gamelift client manager.
class AWSGameLiftClientSystemComponent
: public AZ::Component
{
public:
AZ_COMPONENT(AWSGameLiftClientSystemComponent, "{d481c15c-732a-4eea-9853-4965ed1bc2be}");
AWSGameLiftClientSystemComponent();
virtual ~AWSGameLiftClientSystemComponent() = default;
static void Reflect(AZ::ReflectContext* context);
static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided);
static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible);
static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required);
static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent);
protected:
////////////////////////////////////////////////////////////////////////
// AZ::Component interface implementation
void Init() override;
void Activate() override;
void Deactivate() override;
////////////////////////////////////////////////////////////////////////
void SetGameLiftClientManager(AZStd::unique_ptr<AWSGameLiftClientManager> gameliftClientManager);
private:
static void ReflectCreateSessionRequest(AZ::ReflectContext* context);
static void ReflectSearchSessionsResponse(AZ::ReflectContext* context);
AZStd::unique_ptr<AWSGameLiftClientManager> m_gameliftClientManager;
};
} // namespace AWSGameLift
@@ -0,0 +1,90 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <Activity/AWSGameLiftCreateSessionActivity.h>
#include <AWSGameLiftSessionConstants.h>
namespace AWSGameLift
{
namespace CreateSessionActivity
{
Aws::GameLift::Model::CreateGameSessionRequest BuildAWSGameLiftCreateGameSessionRequest(
const AWSGameLiftCreateSessionRequest& createSessionRequest)
{
Aws::GameLift::Model::CreateGameSessionRequest request;
// Optional attributes
if (!createSessionRequest.m_creatorId.empty())
{
request.SetCreatorId(createSessionRequest.m_creatorId.c_str());
}
if (!createSessionRequest.m_sessionName.empty())
{
request.SetName(createSessionRequest.m_sessionName.c_str());
}
if (!createSessionRequest.m_idempotencyToken.empty())
{
request.SetIdempotencyToken(createSessionRequest.m_idempotencyToken.c_str());
}
for (auto iter = createSessionRequest.m_sessionProperties.begin();
iter != createSessionRequest.m_sessionProperties.end(); iter++)
{
Aws::GameLift::Model::GameProperty sessionProperty;
sessionProperty.SetKey(iter->first.c_str());
sessionProperty.SetValue(iter->second.c_str());
request.AddGameProperties(sessionProperty);
}
// Required attributes
if (!createSessionRequest.m_aliasId.empty())
{
request.SetAliasId(createSessionRequest.m_aliasId.c_str());
}
if (!createSessionRequest.m_fleetId.empty())
{
request.SetFleetId(createSessionRequest.m_fleetId.c_str());
}
request.SetMaximumPlayerSessionCount(createSessionRequest.m_maxPlayer);
return request;
}
AZStd::string CreateSession(
const Aws::GameLift::GameLiftClient& gameliftClient,
const AWSGameLiftCreateSessionRequest& createSessionRequest)
{
AZ_TracePrintf(AWSGameLiftCreateSessionActivityName, "Requesting CreateGameSession against Amazon GameLift service ...");
AZStd::string result = "";
Aws::GameLift::Model::CreateGameSessionRequest request = BuildAWSGameLiftCreateGameSessionRequest(createSessionRequest);
auto createSessionOutcome = gameliftClient.CreateGameSession(request);
if (createSessionOutcome.IsSuccess())
{
result = AZStd::string(createSessionOutcome.GetResult().GetGameSession().GetGameSessionId().c_str());
}
else
{
AZ_Error(AWSGameLiftCreateSessionActivityName, false, AWSGameLiftErrorMessageTemplate,
createSessionOutcome.GetError().GetExceptionName().c_str(), createSessionOutcome.GetError().GetMessage().c_str());
}
return result;
}
bool ValidateCreateSessionRequest(const AzFramework::CreateSessionRequest& createSessionRequest)
{
auto gameliftCreateSessionRequest = azrtti_cast<const AWSGameLiftCreateSessionRequest*>(&createSessionRequest);
return gameliftCreateSessionRequest && gameliftCreateSessionRequest->m_maxPlayer >= 0 &&
(!gameliftCreateSessionRequest->m_aliasId.empty() || !gameliftCreateSessionRequest->m_fleetId.empty());
}
} // namespace CreateSessionActivity
} // namespace AWSGameLift
@@ -0,0 +1,39 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <Request/AWSGameLiftCreateSessionRequest.h>
#include <aws/core/utils/Outcome.h>
#include <aws/gamelift/GameLiftClient.h>
#include <aws/gamelift/model/CreateGameSessionRequest.h>
namespace AWSGameLift
{
namespace CreateSessionActivity
{
static constexpr const char AWSGameLiftCreateSessionActivityName[] = "AWSGameLiftCreateSessionActivity";
// Build AWS GameLift CreateGameSessionRequest by using AWSGameLiftCreateSessionRequest
Aws::GameLift::Model::CreateGameSessionRequest BuildAWSGameLiftCreateGameSessionRequest(const AWSGameLiftCreateSessionRequest& createSessionRequest);
// Create CreateGameSessionRequest and make a CreateGameSession call through GameLift client
AZStd::string CreateSession(
const Aws::GameLift::GameLiftClient& gameliftClient,
const AWSGameLiftCreateSessionRequest& createSessionRequest);
// Validate CreateSessionRequest and check required request parameters
bool ValidateCreateSessionRequest(const AzFramework::CreateSessionRequest& createSessionRequest);
} // namespace CreateSessionActivity
} // namespace AWSGameLift
@@ -0,0 +1,80 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <AWSGameLiftSessionConstants.h>
#include <Activity/AWSGameLiftCreateSessionOnQueueActivity.h>
namespace AWSGameLift
{
namespace CreateSessionOnQueueActivity
{
Aws::GameLift::Model::StartGameSessionPlacementRequest BuildAWSGameLiftStartGameSessionPlacementRequest(
const AWSGameLiftCreateSessionOnQueueRequest& createSessionOnQueueRequest)
{
Aws::GameLift::Model::StartGameSessionPlacementRequest request;
// Optional attributes
if (!createSessionOnQueueRequest.m_sessionName.empty())
{
request.SetGameSessionName(createSessionOnQueueRequest.m_sessionName.c_str());
}
for (auto iter = createSessionOnQueueRequest.m_sessionProperties.begin();
iter != createSessionOnQueueRequest.m_sessionProperties.end(); iter++)
{
Aws::GameLift::Model::GameProperty sessionProperty;
sessionProperty.SetKey(iter->first.c_str());
sessionProperty.SetValue(iter->second.c_str());
request.AddGameProperties(sessionProperty);
}
// Required attributes
request.SetGameSessionQueueName(createSessionOnQueueRequest.m_queueName.c_str());
request.SetMaximumPlayerSessionCount(createSessionOnQueueRequest.m_maxPlayer);
request.SetPlacementId(createSessionOnQueueRequest.m_placementId.c_str());
return request;
}
AZStd::string CreateSessionOnQueue(
const Aws::GameLift::GameLiftClient& gameliftClient,
const AWSGameLiftCreateSessionOnQueueRequest& createSessionOnQueueRequest)
{
AZ_TracePrintf(AWSGameLiftCreateSessionOnQueueActivityName,
"Requesting StartGameSessionPlacement against Amazon GameLift service ...");
AZStd::string result = "";
Aws::GameLift::Model::StartGameSessionPlacementRequest request =
BuildAWSGameLiftStartGameSessionPlacementRequest(createSessionOnQueueRequest);
auto createSessionOnQueueOutcome = gameliftClient.StartGameSessionPlacement(request);
if (createSessionOnQueueOutcome.IsSuccess())
{
result = AZStd::string(createSessionOnQueueOutcome.GetResult().GetGameSessionPlacement().GetPlacementId().c_str());
}
else
{
AZ_Error(AWSGameLiftCreateSessionOnQueueActivityName, false, AWSGameLiftErrorMessageTemplate,
createSessionOnQueueOutcome.GetError().GetExceptionName().c_str(),
createSessionOnQueueOutcome.GetError().GetMessage().c_str());
}
return result;
}
bool ValidateCreateSessionOnQueueRequest(const AzFramework::CreateSessionRequest& createSessionRequest)
{
auto gameliftCreateSessionOnQueueRequest =
azrtti_cast<const AWSGameLiftCreateSessionOnQueueRequest*>(&createSessionRequest);
return gameliftCreateSessionOnQueueRequest && gameliftCreateSessionOnQueueRequest->m_maxPlayer >= 0 &&
!gameliftCreateSessionOnQueueRequest->m_queueName.empty() && !gameliftCreateSessionOnQueueRequest->m_placementId.empty();
}
} // namespace CreateSessionOnQueueActivity
} // namespace AWSGameLift
@@ -0,0 +1,40 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <Request/AWSGameLiftCreateSessionOnQueueRequest.h>
#include <aws/core/utils/Outcome.h>
#include <aws/gamelift/GameLiftClient.h>
#include <aws/gamelift/model/StartGameSessionPlacementRequest.h>
namespace AWSGameLift
{
namespace CreateSessionOnQueueActivity
{
static constexpr const char AWSGameLiftCreateSessionOnQueueActivityName[] = "AWSGameLiftCreateSessionOnQueueActivity";
// Build AWS GameLift StartGameSessionPlacementRequest by using AWSGameLiftCreateSessionOnQueueRequest
Aws::GameLift::Model::StartGameSessionPlacementRequest BuildAWSGameLiftStartGameSessionPlacementRequest(
const AWSGameLiftCreateSessionOnQueueRequest& createSessionOnQueueRequest);
// Create StartGameSessionPlacementRequest and make a CreateGameSession call through GameLift client
AZStd::string CreateSessionOnQueue(
const Aws::GameLift::GameLiftClient& gameliftClient,
const AWSGameLiftCreateSessionOnQueueRequest& createSessionOnQueueRequest);
// Validate CreateSessionOnQueueRequest and check required request parameters
bool ValidateCreateSessionOnQueueRequest(const AzFramework::CreateSessionRequest& createSessionRequest);
} // namespace CreateSessionOnQueueActivity
} // namespace AWSGameLift
@@ -0,0 +1,112 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <AzCore/Interface/Interface.h>
#include <AzFramework/Session/ISessionHandlingRequests.h>
#include <Activity/AWSGameLiftJoinSessionActivity.h>
#include <AWSGameLiftSessionConstants.h>
namespace AWSGameLift
{
namespace JoinSessionActivity
{
Aws::GameLift::Model::CreatePlayerSessionRequest BuildAWSGameLiftCreatePlayerSessionRequest(
const AWSGameLiftJoinSessionRequest& joinSessionRequest)
{
Aws::GameLift::Model::CreatePlayerSessionRequest request;
// Optional attributes
if (!joinSessionRequest.m_playerData.empty())
{
request.SetPlayerData(joinSessionRequest.m_playerData.c_str());
}
// Required attributes
request.SetPlayerId(joinSessionRequest.m_playerId.c_str());
request.SetGameSessionId(joinSessionRequest.m_sessionId.c_str());
return request;
}
AzFramework::SessionConnectionConfig BuildSessionConnectionConfig(
const Aws::GameLift::Model::CreatePlayerSessionOutcome& createPlayerSessionOutcome)
{
AzFramework::SessionConnectionConfig sessionConnectionConfig;
auto createPlayerSessionResult = createPlayerSessionOutcome.GetResult();
// TODO: AWSNativeSDK needs to be updated to support this attribute, and it is a must have for TLS certificate enabled fleet
//sessionConnectionConfig.m_dnsName = createPlayerSessionResult.GetPlayerSession().GetDnsName().c_str();
sessionConnectionConfig.m_ipAddress = createPlayerSessionResult.GetPlayerSession().GetIpAddress().c_str();
sessionConnectionConfig.m_playerSessionId = createPlayerSessionResult.GetPlayerSession().GetPlayerSessionId().c_str();
sessionConnectionConfig.m_port = createPlayerSessionResult.GetPlayerSession().GetPort();
return sessionConnectionConfig;
}
Aws::GameLift::Model::CreatePlayerSessionOutcome CreatePlayerSession(
const Aws::GameLift::GameLiftClient& gameliftClient,
const AWSGameLiftJoinSessionRequest& joinSessionRequest)
{
AZ_TracePrintf(AWSGameLiftJoinSessionActivityName,
"Requesting CreatePlayerSession for player %s against Amazon GameLift service ...",
joinSessionRequest.m_playerId.c_str());
Aws::GameLift::Model::CreatePlayerSessionRequest request =
BuildAWSGameLiftCreatePlayerSessionRequest(joinSessionRequest);
auto createPlayerSessionOutcome = gameliftClient.CreatePlayerSession(request);
if (!createPlayerSessionOutcome.IsSuccess())
{
AZ_Error(AWSGameLiftJoinSessionActivityName, false, AWSGameLiftErrorMessageTemplate,
createPlayerSessionOutcome.GetError().GetExceptionName().c_str(),
createPlayerSessionOutcome.GetError().GetMessage().c_str());
}
return createPlayerSessionOutcome;
}
bool RequestPlayerJoinSession(const Aws::GameLift::Model::CreatePlayerSessionOutcome& createPlayerSessionOutcome)
{
bool result = false;
if (createPlayerSessionOutcome.IsSuccess())
{
auto clientRequestHandler = AZ::Interface<AzFramework::ISessionHandlingClientRequests>::Get();
if (clientRequestHandler)
{
AZ_TracePrintf(AWSGameLiftJoinSessionActivityName, "Requesting player to connect to game session ...");
AzFramework::SessionConnectionConfig sessionConnectionConfig =
BuildSessionConnectionConfig(createPlayerSessionOutcome);
result = clientRequestHandler->RequestPlayerJoinSession(sessionConnectionConfig);
}
else
{
AZ_Error(AWSGameLiftJoinSessionActivityName, false, AWSGameLiftJoinSessionMissingRequestHandlerErrorMessage);
}
}
return result;
}
bool ValidateJoinSessionRequest(const AzFramework::JoinSessionRequest& joinSessionRequest)
{
auto gameliftJoinSessionRequest = azrtti_cast<const AWSGameLiftJoinSessionRequest*>(&joinSessionRequest);
if (gameliftJoinSessionRequest &&
!gameliftJoinSessionRequest->m_playerId.empty() &&
!gameliftJoinSessionRequest->m_sessionId.empty())
{
return true;
}
else
{
AZ_Error(AWSGameLiftJoinSessionActivityName, false, AWSGameLiftJoinSessionRequestInvalidErrorMessage);
return false;
}
}
} // namespace JoinSessionActivity
} // namespace AWSGameLift
@@ -0,0 +1,54 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <AzFramework/Session/ISessionHandlingRequests.h>
#include <Request/AWSGameLiftJoinSessionRequest.h>
#include <aws/core/utils/Outcome.h>
#include <aws/gamelift/GameLiftClient.h>
#include <aws/gamelift/model/CreatePlayerSessionRequest.h>
namespace AWSGameLift
{
namespace JoinSessionActivity
{
static constexpr const char AWSGameLiftJoinSessionActivityName[] = "AWSGameLiftJoinSessionActivity";
static constexpr const char AWSGameLiftJoinSessionRequestInvalidErrorMessage[] =
"Invalid GameLift JoinSession request.";
static constexpr const char AWSGameLiftJoinSessionMissingRequestHandlerErrorMessage[] =
"Missing GameLift JoinSession request handler, please make sure Multiplayer Gem is enabled and registered as handler.";
// Build AWS GameLift CreatePlayerSessionRequest by using AWSGameLiftJoinSessionRequest
Aws::GameLift::Model::CreatePlayerSessionRequest BuildAWSGameLiftCreatePlayerSessionRequest(
const AWSGameLiftJoinSessionRequest& joinSessionRequest);
// Build session connection config by using CreatePlayerSessionOutcome
AzFramework::SessionConnectionConfig BuildSessionConnectionConfig(
const Aws::GameLift::Model::CreatePlayerSessionOutcome& createPlayerSessionOutcome);
// Create CreatePlayerSessionRequest and make a CreatePlayerSession call through GameLift client
Aws::GameLift::Model::CreatePlayerSessionOutcome CreatePlayerSession(
const Aws::GameLift::GameLiftClient& gameliftClient,
const AWSGameLiftJoinSessionRequest& joinSessionRequest);
// Request to setup networking connection for player
bool RequestPlayerJoinSession(
const Aws::GameLift::Model::CreatePlayerSessionOutcome& createPlayerSessionOutcome);
// Validate JoinSessionRequest and check required request parameters
bool ValidateJoinSessionRequest(const AzFramework::JoinSessionRequest& joinSessionRequest);
} // namespace JoinSessionActivity
} // namespace AWSGameLift
@@ -0,0 +1,38 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <Activity/AWSGameLiftLeaveSessionActivity.h>
#include <AzCore/Interface/Interface.h>
#include <AzFramework/Session/ISessionHandlingRequests.h>
namespace AWSGameLift
{
namespace LeaveSessionActivity
{
void LeaveSession()
{
auto clientRequestHandler = AZ::Interface<AzFramework::ISessionHandlingClientRequests>::Get();
if (clientRequestHandler)
{
AZ_TracePrintf(AWSGameLiftLeaveSessionActivityName, "Requesting to leave the current session...");
clientRequestHandler->RequestPlayerLeaveSession();
}
else
{
AZ_Error(AWSGameLiftLeaveSessionActivityName, false, AWSGameLiftLeaveSessionMissingRequestHandlerErrorMessage);
}
}
} // namespace LeaveSessionActivity
} // namespace AWSGameLift
@@ -0,0 +1,27 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
namespace AWSGameLift
{
namespace LeaveSessionActivity
{
static constexpr const char AWSGameLiftLeaveSessionActivityName[] = "AWSGameLiftLeaveSessionActivity";
static constexpr const char AWSGameLiftLeaveSessionMissingRequestHandlerErrorMessage[] =
"Missing GameLift LeaveSession request handler, please make sure Multiplayer Gem is enabled and registered as handler.";
// Request to leave the current session
void LeaveSession();
} // namespace LeaveSessionActivity
} // namespace AWSGameLift
@@ -0,0 +1,130 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <AzFramework/Session/SessionConfig.h>
#include <Activity/AWSGameLiftSearchSessionsActivity.h>
#include <AWSGameLiftSessionConstants.h>
namespace AWSGameLift
{
namespace SearchSessionsActivity
{
Aws::GameLift::Model::SearchGameSessionsRequest BuildAWSGameLiftSearchGameSessionsRequest(
const AWSGameLiftSearchSessionsRequest& searchSessionsRequest)
{
Aws::GameLift::Model::SearchGameSessionsRequest request;
// Optional attributes
if (!searchSessionsRequest.m_filterExpression.empty())
{
request.SetFilterExpression(searchSessionsRequest.m_filterExpression.c_str());
}
if (!searchSessionsRequest.m_sortExpression.empty())
{
request.SetSortExpression(searchSessionsRequest.m_sortExpression.c_str());
}
if (searchSessionsRequest.m_maxResult > 0)
{
request.SetLimit(searchSessionsRequest.m_maxResult);
}
if (!searchSessionsRequest.m_nextToken.empty())
{
request.SetNextToken(searchSessionsRequest.m_nextToken.c_str());
}
// Required attributes
if (!searchSessionsRequest.m_aliasId.empty())
{
request.SetAliasId(searchSessionsRequest.m_aliasId.c_str());
}
if (!searchSessionsRequest.m_fleetId.empty())
{
request.SetFleetId(searchSessionsRequest.m_fleetId.c_str());
}
// TODO: Update the AWS Native SDK to accept the new request parameter.
//request.SetLocation(searchSessionsRequest.m_location.c_str());
return request;
}
AzFramework::SearchSessionsResponse SearchSessions(
const Aws::GameLift::GameLiftClient& gameliftClient,
const AWSGameLiftSearchSessionsRequest& searchSessionsRequest)
{
AZ_TracePrintf(AWSGameLiftSearchSessionsActivityName, "Requesting SearchGameSessions against Amazon GameLift service ...");
AzFramework::SearchSessionsResponse response;
Aws::GameLift::Model::SearchGameSessionsRequest request = BuildAWSGameLiftSearchGameSessionsRequest(searchSessionsRequest);
Aws::GameLift::Model::SearchGameSessionsOutcome outcome = gameliftClient.SearchGameSessions(request);
if (outcome.IsSuccess())
{
response = SearchSessionsActivity::ParseResponse(outcome.GetResult());
}
else
{
AZ_Error(AWSGameLiftSearchSessionsActivityName, false, AWSGameLiftErrorMessageTemplate,
outcome.GetError().GetExceptionName().c_str(), outcome.GetError().GetMessage().c_str());
}
return response;
}
AzFramework::SearchSessionsResponse ParseResponse(
const Aws::GameLift::Model::SearchGameSessionsResult& gameLiftSearchSessionsResult)
{
AzFramework::SearchSessionsResponse response;
response.m_nextToken = gameLiftSearchSessionsResult.GetNextToken().c_str();
for (const Aws::GameLift::Model::GameSession& gameSession : gameLiftSearchSessionsResult.GetGameSessions())
{
AzFramework::SessionConfig session;
session.m_creationTime = gameSession.GetCreationTime().Millis();
session.m_creatorId = gameSession.GetCreatorId().c_str();
session.m_currentPlayer = gameSession.GetCurrentPlayerSessionCount();
session.m_ipAddress = gameSession.GetIpAddress().c_str();
session.m_maxPlayer = gameSession.GetMaximumPlayerSessionCount();
session.m_port = gameSession.GetPort();
session.m_sessionId = gameSession.GetGameSessionId().c_str();
session.m_sessionName = gameSession.GetName().c_str();
session.m_status = AWSGameLiftSessionStatusNames[(int)gameSession.GetStatus()];
session.m_statusReason = AWSGameLiftSessionStatusReasons[(int)gameSession.GetStatusReason()];
session.m_terminationTime = gameSession.GetTerminationTime().Millis();
// TODO: Update the AWS Native SDK to get the new game session attributes.
//session.m_dnsName = gameSession.GetDnsName();
for (const auto& gameProperty : gameSession.GetGameProperties())
{
session.m_sessionProperties[gameProperty.GetKey().c_str()] = gameProperty.GetValue().c_str();
}
response.m_sessionConfigs.emplace_back(AZStd::move(session));
}
return response;
};
bool ValidateSearchSessionsRequest(const AzFramework::SearchSessionsRequest& searchSessionsRequest)
{
auto gameliftSearchSessionsRequest = azrtti_cast<const AWSGameLiftSearchSessionsRequest*>(&searchSessionsRequest);
if (gameliftSearchSessionsRequest &&
(!gameliftSearchSessionsRequest->m_aliasId.empty() || !gameliftSearchSessionsRequest->m_fleetId.empty()))
{
return true;
}
else
{
AZ_Error(AWSGameLiftSearchSessionsActivityName, false, AWSGameLiftSearchSessionsRequestInvalidErrorMessage);
return false;
}
}
}
} // namespace AWSGameLift
@@ -0,0 +1,45 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <Request/AWSGameLiftSearchSessionsRequest.h>
#include <aws/core/utils/Outcome.h>
#include <aws/gamelift/GameLiftClient.h>
#include <aws/gamelift/model/SearchGameSessionsRequest.h>
namespace AWSGameLift
{
namespace SearchSessionsActivity
{
static constexpr const char AWSGameLiftSearchSessionsActivityName[] = "AWSGameLiftSearchSessionsActivity";
static constexpr const char AWSGameLiftSearchSessionsRequestInvalidErrorMessage[] =
"Invalid GameLift SearchSessions request.";
// Build AWS GameLift SearchGameSessionsRequest by using AWSGameLiftSearchSessionsRequest
Aws::GameLift::Model::SearchGameSessionsRequest BuildAWSGameLiftSearchGameSessionsRequest(
const AWSGameLiftSearchSessionsRequest& searchSessionsRequest);
// Create SearchGameSessionsRequest and make a SeachGameSessions call through GameLift client
AzFramework::SearchSessionsResponse SearchSessions(
const Aws::GameLift::GameLiftClient& gameliftClient,
const AWSGameLiftSearchSessionsRequest& searchSessionsRequest);
// Convert from Aws::GameLift::Model::SearchGameSessionsResult to AzFramework::SearchSessionsResponse.
AzFramework::SearchSessionsResponse ParseResponse(
const Aws::GameLift::Model::SearchGameSessionsResult& gameLiftSearchSessionsResult);
// Validate SearchSessionsRequest and check required request parameters
bool ValidateSearchSessionsRequest(const AzFramework::SearchSessionsRequest& searchSessionsRequest);
} // namespace SearchSessionsActivity
} // namespace AWSGameLift
@@ -0,0 +1,58 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <Request/AWSGameLiftCreateSessionOnQueueRequest.h>
namespace AWSGameLift
{
void AWSGameLiftCreateSessionOnQueueRequest::Reflect(AZ::ReflectContext* context)
{
if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
{
serializeContext->Class<AWSGameLiftCreateSessionOnQueueRequest, AzFramework::CreateSessionRequest>()
->Version(0)
->Field("queueName", &AWSGameLiftCreateSessionOnQueueRequest::m_queueName)
->Field("placementId", &AWSGameLiftCreateSessionOnQueueRequest::m_placementId)
;
if (AZ::EditContext* editContext = serializeContext->GetEditContext())
{
editContext->Class<AWSGameLiftCreateSessionOnQueueRequest>("AWSGameLiftCreateSessionOnQueueRequest", "")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::Visibility, AZ::Edit::PropertyVisibility::ShowChildrenOnly)
->DataElement(
AZ::Edit::UIHandlers::Default, &AWSGameLiftCreateSessionOnQueueRequest::m_queueName, "QueueName (Required)",
"Name of the queue to use to place the new game session")
->DataElement(
AZ::Edit::UIHandlers::Default, &AWSGameLiftCreateSessionOnQueueRequest::m_placementId, "PlacementId (Required)",
"A unique identifier to assign to the new game session placement")
;
}
}
if (AZ::BehaviorContext* behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context))
{
behaviorContext->Class<AWSGameLiftCreateSessionOnQueueRequest>("AWSGameLiftCreateSessionOnQueueRequest")
->Attribute(AZ::Script::Attributes::Storage, AZ::Script::Attributes::StorageType::Value)
->Property("CreatorId", BehaviorValueProperty(&AWSGameLiftCreateSessionOnQueueRequest::m_creatorId))
->Property("SessionProperties", BehaviorValueProperty(&AWSGameLiftCreateSessionOnQueueRequest::m_sessionProperties))
->Property("SessionName", BehaviorValueProperty(&AWSGameLiftCreateSessionOnQueueRequest::m_sessionName))
->Property("MaxPlayer", BehaviorValueProperty(&AWSGameLiftCreateSessionOnQueueRequest::m_maxPlayer))
->Property("QueueName", BehaviorValueProperty(&AWSGameLiftCreateSessionOnQueueRequest::m_queueName))
->Property("PlacementId", BehaviorValueProperty(&AWSGameLiftCreateSessionOnQueueRequest::m_placementId))
;
}
}
} // namespace AWSGameLift
@@ -0,0 +1,63 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <Request/AWSGameLiftCreateSessionRequest.h>
namespace AWSGameLift
{
void AWSGameLiftCreateSessionRequest::Reflect(AZ::ReflectContext* context)
{
if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
{
serializeContext->Class<AWSGameLiftCreateSessionRequest, AzFramework::CreateSessionRequest>()
->Version(0)
->Field("aliasId", &AWSGameLiftCreateSessionRequest::m_aliasId)
->Field("fleetId", &AWSGameLiftCreateSessionRequest::m_fleetId)
->Field("idempotencyToken", &AWSGameLiftCreateSessionRequest::m_idempotencyToken)
;
if (AZ::EditContext* editContext = serializeContext->GetEditContext())
{
editContext->Class<AWSGameLiftCreateSessionRequest>("AWSGameLiftCreateSessionRequest", "")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::Visibility, AZ::Edit::PropertyVisibility::ShowChildrenOnly)
->DataElement(
AZ::Edit::UIHandlers::Default, &AWSGameLiftCreateSessionRequest::m_aliasId, "AliasId (Required, or FleetId)",
"A unique identifier for the alias associated with the fleet to create a game session in")
->DataElement(
AZ::Edit::UIHandlers::Default, &AWSGameLiftCreateSessionRequest::m_fleetId, "FleetId (Required, or AliasId)",
"A unique identifier for the fleet to create a game session in")
->DataElement(
AZ::Edit::UIHandlers::Default, &AWSGameLiftCreateSessionRequest::m_idempotencyToken, "IdempotencyToken",
"Custom string that uniquely identifies the new game session request")
;
}
}
if (AZ::BehaviorContext* behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context))
{
behaviorContext->Class<AWSGameLiftCreateSessionRequest>("AWSGameLiftCreateSessionRequest")
->Attribute(AZ::Script::Attributes::Storage, AZ::Script::Attributes::StorageType::Value)
->Property("CreatorId", BehaviorValueProperty(&AWSGameLiftCreateSessionRequest::m_creatorId))
->Property("SessionProperties", BehaviorValueProperty(&AWSGameLiftCreateSessionRequest::m_sessionProperties))
->Property("SessionName", BehaviorValueProperty(&AWSGameLiftCreateSessionRequest::m_sessionName))
->Property("MaxPlayer", BehaviorValueProperty(&AWSGameLiftCreateSessionRequest::m_maxPlayer))
->Property("AliasId", BehaviorValueProperty(&AWSGameLiftCreateSessionRequest::m_aliasId))
->Property("FleetId", BehaviorValueProperty(&AWSGameLiftCreateSessionRequest::m_fleetId))
->Property("IdempotencyToken", BehaviorValueProperty(&AWSGameLiftCreateSessionRequest::m_idempotencyToken))
;
}
}
} // namespace AWSGameLift
@@ -0,0 +1,54 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <Request/AWSGameLiftJoinSessionRequest.h>
namespace AWSGameLift
{
void AWSGameLiftJoinSessionRequest::Reflect(AZ::ReflectContext* context)
{
AzFramework::JoinSessionRequest::Reflect(context);
if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
{
serializeContext->Class<AWSGameLiftJoinSessionRequest, AzFramework::JoinSessionRequest>()
->Version(0)
;
if (AZ::EditContext* editContext = serializeContext->GetEditContext())
{
editContext->Class<AWSGameLiftJoinSessionRequest>("AWSGameLiftJoinSessionRequest", "")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::Visibility, AZ::Edit::PropertyVisibility::ShowChildrenOnly)
;
}
}
if (AZ::BehaviorContext* behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context))
{
behaviorContext->Class<AzFramework::JoinSessionRequest>("JoinSessionRequest")
->Attribute(AZ::Script::Attributes::Storage, AZ::Script::Attributes::StorageType::Value)
// Expose base type to BehaviorContext, but hide it to be used directly
->Attribute(AZ::Script::Attributes::ExcludeFrom, AZ::Script::Attributes::ExcludeFlags::All)
;
behaviorContext->Class<AWSGameLiftJoinSessionRequest>("AWSGameLiftJoinSessionRequest")
->Attribute(AZ::Script::Attributes::Storage, AZ::Script::Attributes::StorageType::Value)
->Property("PlayerData", BehaviorValueProperty(&AWSGameLiftJoinSessionRequest::m_playerData))
->Property("PlayerId", BehaviorValueProperty(&AWSGameLiftJoinSessionRequest::m_playerId))
->Property("SessionId", BehaviorValueProperty(&AWSGameLiftJoinSessionRequest::m_sessionId))
;
}
}
} // namespace AWSGameLift
@@ -0,0 +1,69 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzFramework/Session/SessionConfig.h>
#include <Request/AWSGameLiftSearchSessionsRequest.h>
#include <AWSGameLiftSessionConstants.h>
namespace AWSGameLift
{
void AWSGameLiftSearchSessionsRequest::Reflect(AZ::ReflectContext* context)
{
AzFramework::SearchSessionsRequest::Reflect(context);
if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
{
serializeContext->Class<AWSGameLiftSearchSessionsRequest, AzFramework::SearchSessionsRequest>()
->Version(0)
->Field("aliasId", &AWSGameLiftSearchSessionsRequest::m_aliasId)
->Field("fleetId", &AWSGameLiftSearchSessionsRequest::m_fleetId)
->Field("location", &AWSGameLiftSearchSessionsRequest::m_location);
if (AZ::EditContext* editContext = serializeContext->GetEditContext())
{
editContext->Class<AWSGameLiftSearchSessionsRequest>("AWSGameLiftSearchSessionsRequest", "")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::Visibility, AZ::Edit::PropertyVisibility::ShowChildrenOnly)
->DataElement(
AZ::Edit::UIHandlers::Default, &AWSGameLiftSearchSessionsRequest::m_aliasId, "AliasId (Required, or FleetId)",
"A unique identifier for the alias associated with the fleet to search for active game sessions.")
->DataElement(
AZ::Edit::UIHandlers::Default, &AWSGameLiftSearchSessionsRequest::m_fleetId, "FleetId (Required, or AliasId)",
"A unique identifier for the fleet to search for active game sessions.")
->DataElement(
AZ::Edit::UIHandlers::Default, &AWSGameLiftSearchSessionsRequest::m_location, "Location",
"A fleet location to search for game sessions.");
}
}
if (AZ::BehaviorContext* behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context))
{
behaviorContext->Class<AzFramework::SearchSessionsRequest>("SearchSessionsRequest")
->Attribute(AZ::Script::Attributes::Storage, AZ::Script::Attributes::StorageType::Value)
// Expose base type to BehaviorContext, but hide it to be used directly
->Attribute(AZ::Script::Attributes::ExcludeFrom, AZ::Script::Attributes::ExcludeFlags::All);
behaviorContext->Class<AWSGameLiftSearchSessionsRequest>("AWSGameLiftSearchSessionsRequest")
->Attribute(AZ::Script::Attributes::Storage, AZ::Script::Attributes::StorageType::Value)
->Property("FilterExpression", BehaviorValueProperty(&AWSGameLiftSearchSessionsRequest::m_filterExpression))
->Property("SortExpression", BehaviorValueProperty(&AWSGameLiftSearchSessionsRequest::m_sortExpression))
->Property("MaxResult", BehaviorValueProperty(&AWSGameLiftSearchSessionsRequest::m_maxResult))
->Property("NextToken", BehaviorValueProperty(&AWSGameLiftSearchSessionsRequest::m_nextToken))
->Property("AliasId", BehaviorValueProperty(&AWSGameLiftSearchSessionsRequest::m_aliasId))
->Property("FleetId", BehaviorValueProperty(&AWSGameLiftSearchSessionsRequest::m_fleetId))
->Property("Location", BehaviorValueProperty(&AWSGameLiftSearchSessionsRequest::m_location));
}
}
} // namespace AWSGameLift
@@ -0,0 +1,63 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <AWSNativeSDKInit/AWSNativeSDKInit.h>
#include <AzCore/Jobs/JobManager.h>
#include <AzCore/Jobs/JobManagerBus.h>
#include <AzCore/Jobs/JobContext.h>
#include <AzCore/Memory/PoolAllocator.h>
#include <AzCore/UnitTest/TestTypes.h>
class AWSGameLiftClientFixture
: public UnitTest::ScopedAllocatorSetupFixture
{
public:
AWSGameLiftClientFixture() {}
virtual ~AWSGameLiftClientFixture() = default;
void SetUp() override
{
AZ::AllocatorInstance<AZ::ThreadPoolAllocator>::Create();
AZ::AllocatorInstance<AZ::PoolAllocator>::Create();
AZ::JobManagerDesc jobManagerDesc;
AZ::JobManagerThreadDesc threadDesc;
m_jobManager.reset(aznew AZ::JobManager(jobManagerDesc));
m_jobCancelGroup.reset(aznew AZ::JobCancelGroup());
jobManagerDesc.m_workerThreads.push_back(threadDesc);
jobManagerDesc.m_workerThreads.push_back(threadDesc);
jobManagerDesc.m_workerThreads.push_back(threadDesc);
m_jobContext.reset(aznew AZ::JobContext(*m_jobManager, *m_jobCancelGroup));
AZ::JobContext::SetGlobalContext(m_jobContext.get());
AWSNativeSDKInit::InitializationManager::InitAwsApi();
}
void TearDown() override
{
AWSNativeSDKInit::InitializationManager::Shutdown();
AZ::JobContext::SetGlobalContext(nullptr);
m_jobContext.reset();
m_jobCancelGroup.reset();
m_jobManager.reset();
AZ::AllocatorInstance<AZ::PoolAllocator>::Destroy();
AZ::AllocatorInstance<AZ::ThreadPoolAllocator>::Destroy();
}
AZStd::unique_ptr<AZ::JobContext> m_jobContext;
AZStd::unique_ptr<AZ::JobCancelGroup> m_jobCancelGroup;
AZStd::unique_ptr<AZ::JobManager> m_jobManager;
};
@@ -0,0 +1,773 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <AzCore/Component/ComponentApplication.h>
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/std/smart_ptr/make_shared.h>
#include <AzFramework/Session/SessionConfig.h>
#include <Credential/AWSCredentialBus.h>
#include <ResourceMapping/AWSResourceMappingBus.h>
#include <AWSCoreBus.h>
#include <AWSGameLiftClientFixture.h>
#include <AWSGameLiftClientManager.h>
#include <AWSGameLiftClientMocks.h>
#include <Request/AWSGameLiftCreateSessionOnQueueRequest.h>
#include <Request/AWSGameLiftCreateSessionRequest.h>
#include <Request/AWSGameLiftJoinSessionRequest.h>
#include <Request/AWSGameLiftSearchSessionsRequest.h>
#include <aws/gamelift/GameLiftClient.h>
using namespace AWSGameLift;
MATCHER_P(SearchSessionsResponseMatcher, expectedResponse, "")
{
// Custome matcher for checking the SearchSessionsResponse type argument.
AZ_UNUSED(result_listener);
bool result = arg.m_nextToken == expectedResponse.m_nextToken;
result &= arg.m_sessionConfigs.size() == expectedResponse.m_sessionConfigs.size();
for (int index = 0; index < arg.m_sessionConfigs.size(); ++index)
{
result &= arg.m_sessionConfigs[index].m_creationTime == expectedResponse.m_sessionConfigs[index].m_creationTime;
result &= arg.m_sessionConfigs[index].m_terminationTime == expectedResponse.m_sessionConfigs[index].m_terminationTime;
result &= arg.m_sessionConfigs[index].m_creatorId == expectedResponse.m_sessionConfigs[index].m_creatorId;
result &= arg.m_sessionConfigs[index].m_sessionProperties == expectedResponse.m_sessionConfigs[index].m_sessionProperties;
result &= arg.m_sessionConfigs[index].m_sessionId == expectedResponse.m_sessionConfigs[index].m_sessionId;
result &= arg.m_sessionConfigs[index].m_sessionName == expectedResponse.m_sessionConfigs[index].m_sessionName;
result &= arg.m_sessionConfigs[index].m_dnsName == expectedResponse.m_sessionConfigs[index].m_dnsName;
result &= arg.m_sessionConfigs[index].m_ipAddress == expectedResponse.m_sessionConfigs[index].m_ipAddress;
result &= arg.m_sessionConfigs[index].m_port == expectedResponse.m_sessionConfigs[index].m_port;
result &= arg.m_sessionConfigs[index].m_maxPlayer == expectedResponse.m_sessionConfigs[index].m_maxPlayer;
result &= arg.m_sessionConfigs[index].m_currentPlayer == expectedResponse.m_sessionConfigs[index].m_currentPlayer;
result &= arg.m_sessionConfigs[index].m_status == expectedResponse.m_sessionConfigs[index].m_status;
result &= arg.m_sessionConfigs[index].m_statusReason == expectedResponse.m_sessionConfigs[index].m_statusReason;
}
return result;
}
class AWSResourceMappingRequestsHandlerMock
: public AWSCore::AWSResourceMappingRequestBus::Handler
{
public:
AWSResourceMappingRequestsHandlerMock()
{
AWSCore::AWSResourceMappingRequestBus::Handler::BusConnect();
}
~ AWSResourceMappingRequestsHandlerMock()
{
AWSCore::AWSResourceMappingRequestBus::Handler::BusDisconnect();
}
MOCK_CONST_METHOD0(GetDefaultRegion, AZStd::string());
MOCK_CONST_METHOD0(GetDefaultAccountId, AZStd::string());
MOCK_CONST_METHOD1(GetResourceAccountId, AZStd::string(const AZStd::string&));
MOCK_CONST_METHOD1(GetResourceNameId, AZStd::string(const AZStd::string&));
MOCK_CONST_METHOD1(GetResourceRegion, AZStd::string(const AZStd::string&));
MOCK_CONST_METHOD1(GetResourceType, AZStd::string(const AZStd::string&));
MOCK_CONST_METHOD1(GetServiceUrlByServiceName, AZStd::string(const AZStd::string&));
MOCK_CONST_METHOD2(GetServiceUrlByRESTApiIdAndStage, AZStd::string(const AZStd::string&, const AZStd::string&));
MOCK_METHOD1(ReloadConfigFile, void(bool));
};
class AWSCredentialRequestsHandlerMock
: public AWSCore::AWSCredentialRequestBus::Handler
{
public:
AWSCredentialRequestsHandlerMock()
{
AWSCore::AWSCredentialRequestBus::Handler::BusConnect();
}
~AWSCredentialRequestsHandlerMock()
{
AWSCore::AWSCredentialRequestBus::Handler::BusDisconnect();
}
MOCK_CONST_METHOD0(GetCredentialHandlerOrder, int());
MOCK_METHOD0(GetCredentialsProvider, std::shared_ptr<Aws::Auth::AWSCredentialsProvider>());
};
class AWSCoreRequestsHandlerMock
: public AWSCore::AWSCoreRequestBus::Handler
{
public:
AWSCoreRequestsHandlerMock()
{
AWSCore::AWSCoreRequestBus::Handler::BusConnect();
}
~AWSCoreRequestsHandlerMock()
{
AWSCore::AWSCoreRequestBus::Handler::BusDisconnect();
}
MOCK_METHOD0(GetDefaultJobContext, AZ::JobContext*());
MOCK_METHOD0(GetDefaultConfig, AWSCore::AwsApiJobConfig*());
};
class TestAWSGameLiftClientManager
: public AWSGameLiftClientManager
{
public:
TestAWSGameLiftClientManager()
{
m_gameliftClientMockPtr = nullptr;
}
~TestAWSGameLiftClientManager()
{
m_gameliftClientMockPtr = nullptr;
}
void SetUpMockClient()
{
m_gameliftClientMockPtr = AZStd::make_shared<GameLiftClientMock>();
SetGameLiftClient(m_gameliftClientMockPtr);
}
AZStd::shared_ptr<GameLiftClientMock> m_gameliftClientMockPtr;
};
class AWSGameLiftClientManagerTest
: public AWSGameLiftClientFixture
{
protected:
void SetUp() override
{
AWSGameLiftClientFixture::SetUp();
m_gameliftClientManager = AZStd::make_unique<TestAWSGameLiftClientManager>();
m_gameliftClientManager->SetUpMockClient();
m_gameliftClientManager->ActivateManager();
}
void TearDown() override
{
m_gameliftClientManager->DeactivateManager();
m_gameliftClientManager.reset();
AWSGameLiftClientFixture::TearDown();
}
AWSGameLiftSearchSessionsRequest GetValidSearchSessionsRequest()
{
AWSGameLiftSearchSessionsRequest request;
request.m_aliasId = "dummyAliasId";
request.m_fleetId = "dummyFleetId";
request.m_location = "dummyLocation";
request.m_filterExpression = "dummyFilterExpression";
request.m_sortExpression = "dummySortExpression";
request.m_maxResult = 1;
request.m_nextToken = "dummyNextToken";
return request;
}
Aws::GameLift::Model::SearchGameSessionsOutcome GetValidSearchGameSessionsOutcome()
{
Aws::GameLift::Model::GameProperty gameProperty;
gameProperty.SetKey("dummyKey");
gameProperty.SetValue("dummyValue");
Aws::Vector<Aws::GameLift::Model::GameProperty> gameProperties = { gameProperty };
Aws::GameLift::Model::GameSession gameSession;
gameSession.SetCreationTime(Aws::Utils::DateTime(0.0));
gameSession.SetTerminationTime(Aws::Utils::DateTime(0.0));
gameSession.SetCreatorId("dummyCreatorId");
gameSession.SetGameProperties(gameProperties);
gameSession.SetGameSessionId("dummyGameSessionId");
gameSession.SetName("dummyGameSessionName");
gameSession.SetIpAddress("dummyIpAddress");
gameSession.SetPort(0);
gameSession.SetMaximumPlayerSessionCount(2);
gameSession.SetCurrentPlayerSessionCount(1);
gameSession.SetStatus(Aws::GameLift::Model::GameSessionStatus::TERMINATED);
gameSession.SetStatusReason(Aws::GameLift::Model::GameSessionStatusReason::INTERRUPTED);
// TODO: Update the AWS Native SDK to set the new game session attributes.
// gameSession.SetDnsName("dummyDnsName");
Aws::GameLift::Model::SearchGameSessionsResult result;
result.SetNextToken("dummyNextToken");
result.SetGameSessions({ gameSession });
return Aws::GameLift::Model::SearchGameSessionsOutcome(result);
}
AzFramework::SearchSessionsResponse GetValidSearchSessionsResponse()
{
AzFramework::SessionConfig sessionConfig;
sessionConfig.m_creationTime = 0;
sessionConfig.m_terminationTime = 0;
sessionConfig.m_creatorId = "dummyCreatorId";
sessionConfig.m_sessionProperties["dummyKey"] = "dummyValue";
sessionConfig.m_sessionId = "dummyGameSessionId";
sessionConfig.m_sessionName = "dummyGameSessionName";
sessionConfig.m_ipAddress = "dummyIpAddress";
sessionConfig.m_port = 0;
sessionConfig.m_maxPlayer = 2;
sessionConfig.m_currentPlayer = 1;
sessionConfig.m_status = "Terminated";
sessionConfig.m_statusReason = "Interrupted";
// TODO: Update the AWS Native SDK to set the new game session attributes.
// sessionConfig.m_dnsName = "dummyDnsName";
AzFramework::SearchSessionsResponse response;
response.m_nextToken = "dummyNextToken";
response.m_sessionConfigs = { sessionConfig };
return response;
}
public:
AZStd::unique_ptr<TestAWSGameLiftClientManager> m_gameliftClientManager;
};
TEST_F(AWSGameLiftClientManagerTest, ConfigureGameLiftClient_CallWithoutRegion_GetFalseAsResult)
{
AZ_TEST_START_TRACE_SUPPRESSION;
auto result = m_gameliftClientManager->ConfigureGameLiftClient("");
AZ_TEST_STOP_TRACE_SUPPRESSION(1); // capture 1 error message
EXPECT_FALSE(result);
}
TEST_F(AWSGameLiftClientManagerTest, ConfigureGameLiftClient_CallWithoutCredential_GetFalseAsResult)
{
AWSResourceMappingRequestsHandlerMock handlerMock;
EXPECT_CALL(handlerMock, GetDefaultRegion()).Times(1).WillOnce(::testing::Return("us-west-2"));
AZ_TEST_START_TRACE_SUPPRESSION;
auto result = m_gameliftClientManager->ConfigureGameLiftClient("");
AZ_TEST_STOP_TRACE_SUPPRESSION(1); // capture 1 error message
EXPECT_FALSE(result);
}
TEST_F(AWSGameLiftClientManagerTest, ConfigureGameLiftClient_CallWithRegionAndCredential_GetTrueAsResult)
{
AWSCredentialRequestsHandlerMock handlerMock;
EXPECT_CALL(handlerMock, GetCredentialsProvider())
.Times(1)
.WillOnce(::testing::Return(std::make_shared<Aws::Auth::SimpleAWSCredentialsProvider>("dummyAccess", "dummySecret", "")));
auto result = m_gameliftClientManager->ConfigureGameLiftClient("us-west-2");
EXPECT_TRUE(result);
}
TEST_F(AWSGameLiftClientManagerTest, CreatePlayerId_CreateWithoutBracketsOrDashes_GetExpectedResult)
{
auto result = m_gameliftClientManager->CreatePlayerId(false, false);
EXPECT_FALSE(result.starts_with("{"));
EXPECT_FALSE(result.ends_with("}"));
EXPECT_FALSE(result.contains("-"));
}
TEST_F(AWSGameLiftClientManagerTest, CreatePlayerId_CreateWithBrackets_GetExpectedResult)
{
auto result = m_gameliftClientManager->CreatePlayerId(true, false);
EXPECT_TRUE(result.starts_with("{"));
EXPECT_TRUE(result.ends_with("}"));
EXPECT_FALSE(result.contains("-"));
}
TEST_F(AWSGameLiftClientManagerTest, CreatePlayerId_CreateWithDashes_GetExpectedResult)
{
auto result = m_gameliftClientManager->CreatePlayerId(false, true);
EXPECT_FALSE(result.starts_with("{"));
EXPECT_FALSE(result.ends_with("}"));
EXPECT_TRUE(result.contains("-"));
}
TEST_F(AWSGameLiftClientManagerTest, CreatePlayerId_CreateWithBracketsAndDashes_GetExpectedResult)
{
auto result = m_gameliftClientManager->CreatePlayerId(true, true);
EXPECT_TRUE(result.starts_with("{"));
EXPECT_TRUE(result.ends_with("}"));
EXPECT_TRUE(result.contains("-"));
}
TEST_F(AWSGameLiftClientManagerTest, CreateSession_CallWithoutClientSetup_GetEmptyResponse)
{
AZ_TEST_START_TRACE_SUPPRESSION;
m_gameliftClientManager->ConfigureGameLiftClient("");
AWSGameLiftCreateSessionRequest request;
request.m_aliasId = "dummyAlias";
auto response = m_gameliftClientManager->CreateSession(request);
AZ_TEST_STOP_TRACE_SUPPRESSION(2); // capture 2 error message
EXPECT_TRUE(response == "");
}
TEST_F(AWSGameLiftClientManagerTest, CreateSession_CallWithInvalidRequest_GetEmptyResponse)
{
AZ_TEST_START_TRACE_SUPPRESSION;
auto response = m_gameliftClientManager->CreateSession(AzFramework::CreateSessionRequest());
AZ_TEST_STOP_TRACE_SUPPRESSION(1); // capture 1 error message
EXPECT_TRUE(response == "");
}
TEST_F(AWSGameLiftClientManagerTest, CreateSession_CallWithValidRequest_GetSuccessOutcome)
{
AWSGameLiftCreateSessionRequest request;
request.m_aliasId = "dummyAlias";
Aws::GameLift::Model::CreateGameSessionResult result;
result.SetGameSession(Aws::GameLift::Model::GameSession());
Aws::GameLift::Model::CreateGameSessionOutcome outcome(result);
EXPECT_CALL(*(m_gameliftClientManager->m_gameliftClientMockPtr), CreateGameSession(::testing::_))
.Times(1)
.WillOnce(::testing::Return(outcome));
m_gameliftClientManager->CreateSession(request);
}
TEST_F(AWSGameLiftClientManagerTest, CreateSession_CallWithValidRequest_GetErrorOutcome)
{
AWSGameLiftCreateSessionRequest request;
request.m_aliasId = "dummyAlias";
Aws::Client::AWSError<Aws::GameLift::GameLiftErrors> error;
Aws::GameLift::Model::CreateGameSessionOutcome outcome(error);
EXPECT_CALL(*(m_gameliftClientManager->m_gameliftClientMockPtr), CreateGameSession(::testing::_))
.Times(1)
.WillOnce(::testing::Return(outcome));
AZ_TEST_START_TRACE_SUPPRESSION;
m_gameliftClientManager->CreateSession(request);
AZ_TEST_STOP_TRACE_SUPPRESSION(1); // capture 1 error message
}
TEST_F(AWSGameLiftClientManagerTest, CreateSessionAsync_CallWithInvalidRequest_GetNotificationWithEmptyResponse)
{
AZ_TEST_START_TRACE_SUPPRESSION;
SessionAsyncRequestNotificationsHandlerMock sessionHandlerMock;
EXPECT_CALL(sessionHandlerMock, OnCreateSessionAsyncComplete(AZStd::string())).Times(1);
m_gameliftClientManager->CreateSessionAsync(AzFramework::CreateSessionRequest());
AZ_TEST_STOP_TRACE_SUPPRESSION(1); // capture 1 error message
}
TEST_F(AWSGameLiftClientManagerTest, CreateSessionAsync_CallWithValidRequest_GetNotificationWithSuccessOutcome)
{
AWSCoreRequestsHandlerMock handlerMock;
EXPECT_CALL(handlerMock, GetDefaultJobContext()).Times(1).WillOnce(::testing::Return(m_jobContext.get()));
AWSGameLiftCreateSessionRequest request;
request.m_aliasId = "dummyAlias";
Aws::GameLift::Model::CreateGameSessionResult result;
result.SetGameSession(Aws::GameLift::Model::GameSession());
Aws::GameLift::Model::CreateGameSessionOutcome outcome(result);
EXPECT_CALL(*(m_gameliftClientManager->m_gameliftClientMockPtr), CreateGameSession(::testing::_))
.Times(1)
.WillOnce(::testing::Return(outcome));
SessionAsyncRequestNotificationsHandlerMock sessionHandlerMock;
EXPECT_CALL(sessionHandlerMock, OnCreateSessionAsyncComplete(::testing::_)).Times(1);
m_gameliftClientManager->CreateSessionAsync(request);
}
TEST_F(AWSGameLiftClientManagerTest, CreateSessionAsync_CallWithValidRequest_GetNotificationWithErrorOutcome)
{
AWSCoreRequestsHandlerMock handlerMock;
EXPECT_CALL(handlerMock, GetDefaultJobContext()).Times(1).WillOnce(::testing::Return(m_jobContext.get()));
AWSGameLiftCreateSessionRequest request;
request.m_aliasId = "dummyAlias";
Aws::Client::AWSError<Aws::GameLift::GameLiftErrors> error;
Aws::GameLift::Model::CreateGameSessionOutcome outcome(error);
EXPECT_CALL(*(m_gameliftClientManager->m_gameliftClientMockPtr), CreateGameSession(::testing::_))
.Times(1)
.WillOnce(::testing::Return(outcome));
SessionAsyncRequestNotificationsHandlerMock sessionHandlerMock;
EXPECT_CALL(sessionHandlerMock, OnCreateSessionAsyncComplete(AZStd::string(""))).Times(1);
AZ_TEST_START_TRACE_SUPPRESSION;
m_gameliftClientManager->CreateSessionAsync(request);
AZ_TEST_STOP_TRACE_SUPPRESSION(1); // capture 1 error message
}
TEST_F(AWSGameLiftClientManagerTest, CreateSessionOnQueue_CallWithoutClientSetup_GetEmptyResponse)
{
AZ_TEST_START_TRACE_SUPPRESSION;
m_gameliftClientManager->ConfigureGameLiftClient("");
AWSGameLiftCreateSessionOnQueueRequest request;
request.m_queueName = "dummyQueue";
request.m_placementId = "dummyPlacementId";
auto response = m_gameliftClientManager->CreateSession(request);
AZ_TEST_STOP_TRACE_SUPPRESSION(2); // capture 2 error message
EXPECT_TRUE(response == "");
}
TEST_F(AWSGameLiftClientManagerTest, CreateSessionOnQueue_CallWithValidRequest_GetSuccessOutcome)
{
AWSGameLiftCreateSessionOnQueueRequest request;
request.m_queueName = "dummyQueue";
request.m_placementId = "dummyPlacementId";
Aws::GameLift::Model::StartGameSessionPlacementResult result;
result.SetGameSessionPlacement(Aws::GameLift::Model::GameSessionPlacement());
Aws::GameLift::Model::StartGameSessionPlacementOutcome outcome(result);
EXPECT_CALL(*(m_gameliftClientManager->m_gameliftClientMockPtr), StartGameSessionPlacement(::testing::_))
.Times(1)
.WillOnce(::testing::Return(outcome));
m_gameliftClientManager->CreateSession(request);
}
TEST_F(AWSGameLiftClientManagerTest, CreateSessionOnQueue_CallWithValidRequest_GetErrorOutcome)
{
AWSGameLiftCreateSessionOnQueueRequest request;
request.m_queueName = "dummyQueue";
request.m_placementId = "dummyPlacementId";
Aws::Client::AWSError<Aws::GameLift::GameLiftErrors> error;
Aws::GameLift::Model::StartGameSessionPlacementOutcome outcome(error);
EXPECT_CALL(*(m_gameliftClientManager->m_gameliftClientMockPtr), StartGameSessionPlacement(::testing::_))
.Times(1)
.WillOnce(::testing::Return(outcome));
AZ_TEST_START_TRACE_SUPPRESSION;
m_gameliftClientManager->CreateSession(request);
AZ_TEST_STOP_TRACE_SUPPRESSION(1); // capture 1 error message
}
TEST_F(AWSGameLiftClientManagerTest, CreateSessionOnQueueAsync_CallWithValidRequest_GetNotificationWithSuccessOutcome)
{
AWSCoreRequestsHandlerMock handlerMock;
EXPECT_CALL(handlerMock, GetDefaultJobContext()).Times(1).WillOnce(::testing::Return(m_jobContext.get()));
AWSGameLiftCreateSessionOnQueueRequest request;
request.m_queueName = "dummyQueue";
request.m_placementId = "dummyPlacementId";
Aws::GameLift::Model::StartGameSessionPlacementResult result;
result.SetGameSessionPlacement(Aws::GameLift::Model::GameSessionPlacement());
Aws::GameLift::Model::StartGameSessionPlacementOutcome outcome(result);
EXPECT_CALL(*(m_gameliftClientManager->m_gameliftClientMockPtr), StartGameSessionPlacement(::testing::_))
.Times(1)
.WillOnce(::testing::Return(outcome));
SessionAsyncRequestNotificationsHandlerMock sessionHandlerMock;
EXPECT_CALL(sessionHandlerMock, OnCreateSessionAsyncComplete(::testing::_)).Times(1);
m_gameliftClientManager->CreateSessionAsync(request);
}
TEST_F(AWSGameLiftClientManagerTest, CreateSessionOnQueueAsync_CallWithValidRequest_GetNotificationWithErrorOutcome)
{
AWSCoreRequestsHandlerMock handlerMock;
EXPECT_CALL(handlerMock, GetDefaultJobContext()).Times(1).WillOnce(::testing::Return(m_jobContext.get()));
AWSGameLiftCreateSessionOnQueueRequest request;
request.m_queueName = "dummyQueue";
request.m_placementId = "dummyPlacementId";
Aws::Client::AWSError<Aws::GameLift::GameLiftErrors> error;
Aws::GameLift::Model::StartGameSessionPlacementOutcome outcome(error);
EXPECT_CALL(*(m_gameliftClientManager->m_gameliftClientMockPtr), StartGameSessionPlacement(::testing::_))
.Times(1)
.WillOnce(::testing::Return(outcome));
SessionAsyncRequestNotificationsHandlerMock sessionHandlerMock;
EXPECT_CALL(sessionHandlerMock, OnCreateSessionAsyncComplete(AZStd::string(""))).Times(1);
AZ_TEST_START_TRACE_SUPPRESSION;
m_gameliftClientManager->CreateSessionAsync(request);
AZ_TEST_STOP_TRACE_SUPPRESSION(1); // capture 1 error message
}
TEST_F(AWSGameLiftClientManagerTest, JoinSession_CallWithoutClientSetup_GetFalseResponse)
{
AZ_TEST_START_TRACE_SUPPRESSION;
m_gameliftClientManager->ConfigureGameLiftClient("");
AWSGameLiftJoinSessionRequest request;
request.m_playerId = "dummyPlayerId";
request.m_sessionId = "dummySessionId";
auto response = m_gameliftClientManager->JoinSession(request);
AZ_TEST_STOP_TRACE_SUPPRESSION(2); // capture 2 error message
EXPECT_FALSE(response);
}
TEST_F(AWSGameLiftClientManagerTest, JoinSession_CallWithInvalidRequest_GetFalseResponse)
{
AZ_TEST_START_TRACE_SUPPRESSION;
auto response = m_gameliftClientManager->JoinSession(AzFramework::JoinSessionRequest());
AZ_TEST_STOP_TRACE_SUPPRESSION(1); // capture 1 error message
EXPECT_FALSE(response);
}
TEST_F(AWSGameLiftClientManagerTest, JoinSession_CallWithValidRequestButNoRequestHandler_GetSuccessOutcomeButFalseResponse)
{
AWSGameLiftJoinSessionRequest request;
request.m_sessionId = "dummySessionId";
request.m_playerId = "dummyPlayerId";
Aws::GameLift::Model::CreatePlayerSessionResult result;
result.SetPlayerSession(Aws::GameLift::Model::PlayerSession());
Aws::GameLift::Model::CreatePlayerSessionOutcome outcome(result);
EXPECT_CALL(*(m_gameliftClientManager->m_gameliftClientMockPtr), CreatePlayerSession(::testing::_))
.Times(1)
.WillOnce(::testing::Return(outcome));
AZ_TEST_START_TRACE_SUPPRESSION;
auto response = m_gameliftClientManager->JoinSession(request);
AZ_TEST_STOP_TRACE_SUPPRESSION(1); // capture 1 error message
EXPECT_FALSE(response);
}
TEST_F(AWSGameLiftClientManagerTest, JoinSession_CallWithValidRequest_GetErrorOutcomeAndFalseResponse)
{
AWSGameLiftJoinSessionRequest request;
request.m_sessionId = "dummySessionId";
request.m_playerId = "dummyPlayerId";
Aws::Client::AWSError<Aws::GameLift::GameLiftErrors> error;
Aws::GameLift::Model::CreatePlayerSessionOutcome outcome(error);
EXPECT_CALL(*(m_gameliftClientManager->m_gameliftClientMockPtr), CreatePlayerSession(::testing::_))
.Times(1)
.WillOnce(::testing::Return(outcome));
AZ_TEST_START_TRACE_SUPPRESSION;
auto response = m_gameliftClientManager->JoinSession(request);
AZ_TEST_STOP_TRACE_SUPPRESSION(1); // capture 1 error message
EXPECT_FALSE(response);
}
TEST_F(AWSGameLiftClientManagerTest, JoinSession_CallWithValidRequestAndRequestHandler_GetSuccessOutcomeButFalseResponse)
{
SessionHandlingClientRequestsMock handlerMock;
EXPECT_CALL(handlerMock, RequestPlayerJoinSession(::testing::_)).Times(1).WillOnce(::testing::Return(false));
AWSGameLiftJoinSessionRequest request;
request.m_sessionId = "dummySessionId";
request.m_playerId = "dummyPlayerId";
Aws::GameLift::Model::CreatePlayerSessionResult result;
result.SetPlayerSession(Aws::GameLift::Model::PlayerSession());
Aws::GameLift::Model::CreatePlayerSessionOutcome outcome(result);
EXPECT_CALL(*(m_gameliftClientManager->m_gameliftClientMockPtr), CreatePlayerSession(::testing::_))
.Times(1)
.WillOnce(::testing::Return(outcome));
auto response = m_gameliftClientManager->JoinSession(request);
EXPECT_FALSE(response);
}
TEST_F(AWSGameLiftClientManagerTest, JoinSession_CallWithValidRequestAndRequestHandler_GetSuccessOutcomeAndTrueResponse)
{
SessionHandlingClientRequestsMock handlerMock;
EXPECT_CALL(handlerMock, RequestPlayerJoinSession(::testing::_)).Times(1).WillOnce(::testing::Return(true));
AWSGameLiftJoinSessionRequest request;
request.m_sessionId = "dummySessionId";
request.m_playerId = "dummyPlayerId";
Aws::GameLift::Model::CreatePlayerSessionResult result;
result.SetPlayerSession(Aws::GameLift::Model::PlayerSession());
Aws::GameLift::Model::CreatePlayerSessionOutcome outcome(result);
EXPECT_CALL(*(m_gameliftClientManager->m_gameliftClientMockPtr), CreatePlayerSession(::testing::_))
.Times(1)
.WillOnce(::testing::Return(outcome));
auto response = m_gameliftClientManager->JoinSession(request);
EXPECT_TRUE(response);
}
TEST_F(AWSGameLiftClientManagerTest, JoinSessionAsync_CallWithInvalidRequest_GetNotificationWithFalseResponse)
{
AZ_TEST_START_TRACE_SUPPRESSION;
SessionAsyncRequestNotificationsHandlerMock sessionHandlerMock;
EXPECT_CALL(sessionHandlerMock, OnJoinSessionAsyncComplete(false)).Times(1);
m_gameliftClientManager->JoinSessionAsync(AzFramework::JoinSessionRequest());
AZ_TEST_STOP_TRACE_SUPPRESSION(1); // capture 1 error message
}
TEST_F(AWSGameLiftClientManagerTest, JoinSessionAsync_CallWithValidRequestButNoRequestHandler_GetSuccessOutcomeButNotificationWithFalseResponse)
{
AWSCoreRequestsHandlerMock handlerMock;
EXPECT_CALL(handlerMock, GetDefaultJobContext()).Times(1).WillOnce(::testing::Return(m_jobContext.get()));
AWSGameLiftJoinSessionRequest request;
request.m_sessionId = "dummySessionId";
request.m_playerId = "dummyPlayerId";
Aws::GameLift::Model::CreatePlayerSessionResult result;
result.SetPlayerSession(Aws::GameLift::Model::PlayerSession());
Aws::GameLift::Model::CreatePlayerSessionOutcome outcome(result);
EXPECT_CALL(*(m_gameliftClientManager->m_gameliftClientMockPtr), CreatePlayerSession(::testing::_))
.Times(1)
.WillOnce(::testing::Return(outcome));
SessionAsyncRequestNotificationsHandlerMock sessionHandlerMock;
EXPECT_CALL(sessionHandlerMock, OnJoinSessionAsyncComplete(false)).Times(1);
AZ_TEST_START_TRACE_SUPPRESSION;
m_gameliftClientManager->JoinSessionAsync(request);
AZ_TEST_STOP_TRACE_SUPPRESSION(1); // capture 1 error message
}
TEST_F(AWSGameLiftClientManagerTest, JoinSessionAsync_CallWithValidRequest_GetErrorOutcomeAndNotificationWithFalseResponse)
{
AWSCoreRequestsHandlerMock handlerMock;
EXPECT_CALL(handlerMock, GetDefaultJobContext()).Times(1).WillOnce(::testing::Return(m_jobContext.get()));
AWSGameLiftJoinSessionRequest request;
request.m_sessionId = "dummySessionId";
request.m_playerId = "dummyPlayerId";
Aws::Client::AWSError<Aws::GameLift::GameLiftErrors> error;
Aws::GameLift::Model::CreatePlayerSessionOutcome outcome(error);
EXPECT_CALL(*(m_gameliftClientManager->m_gameliftClientMockPtr), CreatePlayerSession(::testing::_))
.Times(1)
.WillOnce(::testing::Return(outcome));
SessionAsyncRequestNotificationsHandlerMock sessionHandlerMock;
EXPECT_CALL(sessionHandlerMock, OnJoinSessionAsyncComplete(false)).Times(1);
AZ_TEST_START_TRACE_SUPPRESSION;
m_gameliftClientManager->JoinSessionAsync(request);
AZ_TEST_STOP_TRACE_SUPPRESSION(1); // capture 1 error message
}
TEST_F(AWSGameLiftClientManagerTest, JoinSessionAsync_CallWithValidRequestAndRequestHandler_GetSuccessOutcomeButNotificationWithFalseResponse)
{
AWSCoreRequestsHandlerMock coreHandlerMock;
EXPECT_CALL(coreHandlerMock, GetDefaultJobContext()).Times(1).WillOnce(::testing::Return(m_jobContext.get()));
SessionHandlingClientRequestsMock handlerMock;
EXPECT_CALL(handlerMock, RequestPlayerJoinSession(::testing::_)).Times(1).WillOnce(::testing::Return(false));
AWSGameLiftJoinSessionRequest request;
request.m_sessionId = "dummySessionId";
request.m_playerId = "dummyPlayerId";
Aws::GameLift::Model::CreatePlayerSessionResult result;
result.SetPlayerSession(Aws::GameLift::Model::PlayerSession());
Aws::GameLift::Model::CreatePlayerSessionOutcome outcome(result);
EXPECT_CALL(*(m_gameliftClientManager->m_gameliftClientMockPtr), CreatePlayerSession(::testing::_))
.Times(1)
.WillOnce(::testing::Return(outcome));
SessionAsyncRequestNotificationsHandlerMock sessionHandlerMock;
EXPECT_CALL(sessionHandlerMock, OnJoinSessionAsyncComplete(false)).Times(1);
m_gameliftClientManager->JoinSessionAsync(request);
}
TEST_F(AWSGameLiftClientManagerTest, JoinSessionAsync_CallWithValidRequestAndRequestHandler_GetSuccessOutcomeAndNotificationWithTrueResponse)
{
AWSCoreRequestsHandlerMock coreHandlerMock;
EXPECT_CALL(coreHandlerMock, GetDefaultJobContext()).Times(1).WillOnce(::testing::Return(m_jobContext.get()));
SessionHandlingClientRequestsMock handlerMock;
EXPECT_CALL(handlerMock, RequestPlayerJoinSession(::testing::_)).Times(1).WillOnce(::testing::Return(true));
AWSGameLiftJoinSessionRequest request;
request.m_sessionId = "dummySessionId";
request.m_playerId = "dummyPlayerId";
Aws::GameLift::Model::CreatePlayerSessionResult result;
result.SetPlayerSession(Aws::GameLift::Model::PlayerSession());
Aws::GameLift::Model::CreatePlayerSessionOutcome outcome(result);
EXPECT_CALL(*(m_gameliftClientManager->m_gameliftClientMockPtr), CreatePlayerSession(::testing::_))
.Times(1)
.WillOnce(::testing::Return(outcome));
SessionAsyncRequestNotificationsHandlerMock sessionHandlerMock;
EXPECT_CALL(sessionHandlerMock, OnJoinSessionAsyncComplete(true)).Times(1);
m_gameliftClientManager->JoinSessionAsync(request);
}
TEST_F(AWSGameLiftClientManagerTest, SearchSessions_CallWithValidRequestAndErrorOutcome_GetErrorWithEmptyResponse)
{
AWSGameLiftSearchSessionsRequest request = GetValidSearchSessionsRequest();
Aws::Client::AWSError<Aws::GameLift::GameLiftErrors> error;
Aws::GameLift::Model::SearchGameSessionsOutcome outcome(error);
EXPECT_CALL(*(m_gameliftClientManager->m_gameliftClientMockPtr), SearchGameSessions(::testing::_))
.Times(1)
.WillOnce(::testing::Return(outcome));
AZ_TEST_START_TRACE_SUPPRESSION;
auto result = m_gameliftClientManager->SearchSessions(request);
AZ_TEST_STOP_TRACE_SUPPRESSION(1); // capture 1 error message
EXPECT_TRUE(result.m_sessionConfigs.size() == 0);
}
TEST_F(AWSGameLiftClientManagerTest, SearchSessions_CallWithValidRequestAndSuccessOutcome_GetNotificationWithValidResponse)
{
AWSGameLiftSearchSessionsRequest request = GetValidSearchSessionsRequest();
Aws::GameLift::Model::SearchGameSessionsOutcome outcome = GetValidSearchGameSessionsOutcome();
EXPECT_CALL(*(m_gameliftClientManager->m_gameliftClientMockPtr), SearchGameSessions(::testing::_))
.Times(1)
.WillOnce(::testing::Return(outcome));
AzFramework::SearchSessionsResponse expectedResponse = GetValidSearchSessionsResponse();
auto result = m_gameliftClientManager->SearchSessions(request);
EXPECT_TRUE(result.m_sessionConfigs.size() != 0);
}
TEST_F(AWSGameLiftClientManagerTest, SearchSessionsAsync_CallWithoutClientSetup_GetErrorWithEmptyResponse)
{
AZ_TEST_START_TRACE_SUPPRESSION;
EXPECT_FALSE(m_gameliftClientManager->ConfigureGameLiftClient(""));
AZ_TEST_STOP_TRACE_SUPPRESSION(1); // capture 1 error message
AWSGameLiftSearchSessionsRequest request = GetValidSearchSessionsRequest();
SessionAsyncRequestNotificationsHandlerMock sessionHandlerMock;
EXPECT_CALL(sessionHandlerMock,
OnSearchSessionsAsyncComplete(SearchSessionsResponseMatcher(AzFramework::SearchSessionsResponse()))).Times(1);
AZ_TEST_START_TRACE_SUPPRESSION;
m_gameliftClientManager->SearchSessionsAsync(request);
AZ_TEST_STOP_TRACE_SUPPRESSION(1); // capture 1 error message
}
TEST_F(AWSGameLiftClientManagerTest, SearchSessionsAsync_CallWithInvalidRequest_GetErrorWithEmptyResponse)
{
AZ_TEST_START_TRACE_SUPPRESSION;
SessionAsyncRequestNotificationsHandlerMock sessionHandlerMock;
EXPECT_CALL(sessionHandlerMock,
OnSearchSessionsAsyncComplete(SearchSessionsResponseMatcher(AzFramework::SearchSessionsResponse()))).Times(1);
m_gameliftClientManager->SearchSessionsAsync(AzFramework::SearchSessionsRequest());
AZ_TEST_STOP_TRACE_SUPPRESSION(1); // capture 1 error message
}
TEST_F(AWSGameLiftClientManagerTest, SearchSessionsAsync_CallWithValidRequestAndErrorOutcome_GetErrorWithEmptyResponse)
{
AWSGameLiftSearchSessionsRequest request = GetValidSearchSessionsRequest();
AWSCoreRequestsHandlerMock handlerMock;
EXPECT_CALL(handlerMock, GetDefaultJobContext()).Times(1).WillOnce(::testing::Return(m_jobContext.get()));
Aws::Client::AWSError<Aws::GameLift::GameLiftErrors> error;
Aws::GameLift::Model::SearchGameSessionsOutcome outcome(error);
EXPECT_CALL(*(m_gameliftClientManager->m_gameliftClientMockPtr), SearchGameSessions(::testing::_))
.Times(1)
.WillOnce(::testing::Return(outcome));
SessionAsyncRequestNotificationsHandlerMock sessionHandlerMock;
EXPECT_CALL(sessionHandlerMock,
OnSearchSessionsAsyncComplete(SearchSessionsResponseMatcher(AzFramework::SearchSessionsResponse()))).Times(1);
AZ_TEST_START_TRACE_SUPPRESSION;
m_gameliftClientManager->SearchSessionsAsync(request);
AZ_TEST_STOP_TRACE_SUPPRESSION(1); // capture 1 error message
}
TEST_F(AWSGameLiftClientManagerTest, SearchSessionsAsync_CallWithValidRequestAndSuccessOutcome_GetNotificationWithValidResponse)
{
AWSGameLiftSearchSessionsRequest request = GetValidSearchSessionsRequest();
AWSCoreRequestsHandlerMock coreHandlerMock;
EXPECT_CALL(coreHandlerMock, GetDefaultJobContext()).Times(1).WillOnce(::testing::Return(m_jobContext.get()));
Aws::GameLift::Model::SearchGameSessionsOutcome outcome = GetValidSearchGameSessionsOutcome();
EXPECT_CALL(*(m_gameliftClientManager->m_gameliftClientMockPtr), SearchGameSessions(::testing::_))
.Times(1)
.WillOnce(::testing::Return(outcome));
AzFramework::SearchSessionsResponse expectedResponse = GetValidSearchSessionsResponse();
SessionAsyncRequestNotificationsHandlerMock sessionHandlerMock;
EXPECT_CALL(sessionHandlerMock,
OnSearchSessionsAsyncComplete(SearchSessionsResponseMatcher(expectedResponse))).Times(1);
m_gameliftClientManager->SearchSessionsAsync(request);
}
TEST_F(AWSGameLiftClientManagerTest, LeaveSession_CallWithInterfaceNotRegistered_GetExpectedError)
{
AZ_TEST_START_TRACE_SUPPRESSION;
m_gameliftClientManager->LeaveSession();
AZ_TEST_STOP_TRACE_SUPPRESSION(1); // capture 1 error message
}
TEST_F(AWSGameLiftClientManagerTest, LeaveSession_CallWithInterfaceRegistered_LeaveSessionRequestSent)
{
SessionHandlingClientRequestsMock handlerMock;
EXPECT_CALL(handlerMock, RequestPlayerLeaveSession).Times(1);
m_gameliftClientManager->LeaveSession();
}
TEST_F(AWSGameLiftClientManagerTest, LeaveSessionAsync_CallWithInterfaceNotRegistered_GetExpectedError)
{
AZ_TEST_START_TRACE_SUPPRESSION;
m_gameliftClientManager->LeaveSessionAsync();
AZ_TEST_STOP_TRACE_SUPPRESSION(1); // capture 1 error message
}
TEST_F(AWSGameLiftClientManagerTest, LeaveSessionAsync_CallWithInterfaceRegistered_LeaveSessionAsyncRequestSentAndGetNotification)
{
SessionHandlingClientRequestsMock handlerMock;
EXPECT_CALL(handlerMock, RequestPlayerLeaveSession).Times(1);
SessionAsyncRequestNotificationsHandlerMock sessionHandlerMock;
EXPECT_CALL(sessionHandlerMock, OnLeaveSessionAsyncComplete()).Times(1);
m_gameliftClientManager->LeaveSessionAsync();
}
@@ -0,0 +1,86 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <AzCore/Interface/Interface.h>
#include <AzFramework/Session/ISessionRequests.h>
#include <AzFramework/Session/ISessionHandlingRequests.h>
#include <AzTest/AzTest.h>
#include <aws/core/auth/AWSCredentialsProvider.h>
#include <aws/core/utils/Outcome.h>
#include <aws/gamelift/GameLiftClient.h>
#include <aws/gamelift/GameLiftErrors.h>
#include <aws/gamelift/model/CreateGameSessionRequest.h>
#include <aws/gamelift/model/CreateGameSessionResult.h>
#include <aws/gamelift/model/CreatePlayerSessionRequest.h>
#include <aws/gamelift/model/CreatePlayerSessionResult.h>
#include <aws/gamelift/model/SearchGameSessionsRequest.h>
#include <aws/gamelift/model/SearchGameSessionsResult.h>
#include <aws/gamelift/model/StartGameSessionPlacementRequest.h>
#include <aws/gamelift/model/StartGameSessionPlacementResult.h>
using namespace Aws::GameLift;
class GameLiftClientMock
: public GameLiftClient
{
public:
GameLiftClientMock()
: GameLiftClient(Aws::Auth::AWSCredentials())
{
}
MOCK_CONST_METHOD1(CreateGameSession, Model::CreateGameSessionOutcome(const Model::CreateGameSessionRequest&));
MOCK_CONST_METHOD1(CreatePlayerSession, Model::CreatePlayerSessionOutcome(const Model::CreatePlayerSessionRequest&));
MOCK_CONST_METHOD1(SearchGameSessions, Model::SearchGameSessionsOutcome(const Model::SearchGameSessionsRequest&));
MOCK_CONST_METHOD1(StartGameSessionPlacement, Model::StartGameSessionPlacementOutcome(const Model::StartGameSessionPlacementRequest&));
};
class SessionAsyncRequestNotificationsHandlerMock
: public AzFramework::SessionAsyncRequestNotificationBus::Handler
{
public:
SessionAsyncRequestNotificationsHandlerMock()
{
AzFramework::SessionAsyncRequestNotificationBus::Handler::BusConnect();
}
~SessionAsyncRequestNotificationsHandlerMock()
{
AzFramework::SessionAsyncRequestNotificationBus::Handler::BusDisconnect();
}
MOCK_METHOD1(OnCreateSessionAsyncComplete, void(const AZStd::string&));
MOCK_METHOD1(OnSearchSessionsAsyncComplete, void(const AzFramework::SearchSessionsResponse&));
MOCK_METHOD1(OnJoinSessionAsyncComplete, void(bool));
MOCK_METHOD0(OnLeaveSessionAsyncComplete, void());
};
class SessionHandlingClientRequestsMock
: public AzFramework::ISessionHandlingClientRequests
{
public:
SessionHandlingClientRequestsMock()
{
AZ::Interface<AzFramework::ISessionHandlingClientRequests>::Register(this);
}
virtual ~SessionHandlingClientRequestsMock()
{
AZ::Interface<AzFramework::ISessionHandlingClientRequests>::Unregister(this);
}
MOCK_METHOD1(RequestPlayerJoinSession, bool(const AzFramework::SessionConnectionConfig&));
MOCK_METHOD0(RequestPlayerLeaveSession, void());
};
@@ -0,0 +1,156 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <AzCore/Component/ComponentApplication.h>
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/std/smart_ptr/unique_ptr.h>
#include <AWSGameLiftClientFixture.h>
#include <AWSGameLiftClientManager.h>
#include <AWSGameLiftClientSystemComponent.h>
#include <aws/gamelift/GameLiftClient.h>
using namespace AWSGameLift;
class AWSGameLiftClientManagerMock
: public AWSGameLiftClientManager
{
public:
AWSGameLiftClientManagerMock() = default;
~AWSGameLiftClientManagerMock() = default;
MOCK_METHOD0(ActivateManager, void());
MOCK_METHOD0(DeactivateManager, void());
};
class TestAWSGameLiftClientSystemComponent
: public AWSGameLiftClientSystemComponent
{
public:
TestAWSGameLiftClientSystemComponent()
{
m_gameliftClientManagerMockPtr = nullptr;
}
~TestAWSGameLiftClientSystemComponent()
{
m_gameliftClientManagerMockPtr = nullptr;
}
void SetUpMockManager()
{
AZStd::unique_ptr<AWSGameLiftClientManagerMock> gameliftClientManagerMock = AZStd::make_unique<AWSGameLiftClientManagerMock>();
m_gameliftClientManagerMockPtr = gameliftClientManagerMock.get();
SetGameLiftClientManager(AZStd::move(gameliftClientManagerMock));
}
AWSGameLiftClientManagerMock* m_gameliftClientManagerMockPtr;
};
class AWSCoreSystemComponentMock
: public AZ::Component
{
public:
AZ_COMPONENT(AWSCoreSystemComponentMock, "{52DB1342-30C6-412F-B7CC-B23F8B0629EA}");
static void Reflect(AZ::ReflectContext* context)
{
AZ_UNUSED(context);
}
static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
{
provided.push_back(AZ_CRC_CE("AWSCoreService"));
}
static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
{
AZ_UNUSED(incompatible);
}
static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required)
{
AZ_UNUSED(required);
}
static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent)
{
AZ_UNUSED(dependent);
}
AWSCoreSystemComponentMock() = default;
~AWSCoreSystemComponentMock() = default;
void Init() override {}
void Activate() override {}
void Deactivate() override {}
};
class AWSGameLiftClientSystemComponentTest
: public AWSGameLiftClientFixture
{
protected:
AZStd::unique_ptr<AZ::SerializeContext> m_serializeContext;
AZStd::unique_ptr<AZ::BehaviorContext> m_behaviorContext;
AZStd::unique_ptr<AZ::ComponentDescriptor> m_coreComponentDescriptor;
AZStd::unique_ptr<AZ::ComponentDescriptor> m_gameliftClientComponentDescriptor;
void SetUp() override
{
AWSGameLiftClientFixture::SetUp();
m_serializeContext = AZStd::make_unique<AZ::SerializeContext>();
m_serializeContext->CreateEditContext();
m_behaviorContext = AZStd::make_unique<AZ::BehaviorContext>();
m_coreComponentDescriptor.reset(AWSCoreSystemComponentMock::CreateDescriptor());
m_gameliftClientComponentDescriptor.reset(TestAWSGameLiftClientSystemComponent::CreateDescriptor());
m_gameliftClientComponentDescriptor->Reflect(m_serializeContext.get());
m_gameliftClientComponentDescriptor->Reflect(m_behaviorContext.get());
m_entity = aznew AZ::Entity();
m_coreSystemComponent = AZStd::make_unique<AWSCoreSystemComponentMock>();
m_entity->AddComponent(m_coreSystemComponent.get());
m_gameliftClientSystemComponent = AZStd::make_unique<TestAWSGameLiftClientSystemComponent>();
m_gameliftClientSystemComponent->SetUpMockManager();
m_entity->AddComponent(m_gameliftClientSystemComponent.get());
}
void TearDown() override
{
m_entity->RemoveComponent(m_gameliftClientSystemComponent.get());
m_gameliftClientSystemComponent.reset();
m_entity->RemoveComponent(m_coreSystemComponent.get());
m_coreSystemComponent.reset();
delete m_entity;
m_entity = nullptr;
m_gameliftClientComponentDescriptor.reset();
m_coreComponentDescriptor.reset();
m_behaviorContext.reset();
m_serializeContext.reset();
AWSGameLiftClientFixture::TearDown();
}
public:
AZStd::unique_ptr<AWSCoreSystemComponentMock> m_coreSystemComponent;
AZStd::unique_ptr<TestAWSGameLiftClientSystemComponent> m_gameliftClientSystemComponent;
AZ::Entity* m_entity;
};
TEST_F(AWSGameLiftClientSystemComponentTest, ActivateDeactivate_Call_GameLiftClientManagerGetsInvoked)
{
m_entity->Init();
EXPECT_CALL(*(m_gameliftClientSystemComponent->m_gameliftClientManagerMockPtr), ActivateManager()).Times(1);
m_entity->Activate();
EXPECT_CALL(*(m_gameliftClientSystemComponent->m_gameliftClientManagerMockPtr), DeactivateManager()).Times(1);
m_entity->Deactivate();
}
@@ -0,0 +1,15 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <AzTest/AzTest.h>
AZ_UNIT_TEST_HOOK(DEFAULT_UNIT_TEST_ENV);
@@ -0,0 +1,81 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <Activity/AWSGameLiftCreateSessionActivity.h>
#include <AWSGameLiftClientFixture.h>
using namespace AWSGameLift;
using AWSGameLiftCreateSessionActivityTest = AWSGameLiftClientFixture;
TEST_F(AWSGameLiftCreateSessionActivityTest, BuildAWSGameLiftCreateGameSessionRequest_Call_GetExpectedResult)
{
AWSGameLiftCreateSessionRequest request;
request.m_creatorId = "dummyCreatorId";
request.m_sessionName = "dummySessionName";
request.m_maxPlayer = 1;
request.m_sessionProperties.emplace("dummyKey", "dummyValue");
request.m_aliasId = "dummyAliasId";
request.m_fleetId = "dummyFleetId";
request.m_idempotencyToken = "dummyIdempotencyToken";
auto awsRequest = CreateSessionActivity::BuildAWSGameLiftCreateGameSessionRequest(request);
EXPECT_TRUE(strcmp(awsRequest.GetCreatorId().c_str(), request.m_creatorId.c_str()) == 0);
EXPECT_TRUE(strcmp(awsRequest.GetName().c_str(), request.m_sessionName.c_str()) == 0);
EXPECT_TRUE(awsRequest.GetMaximumPlayerSessionCount() == request.m_maxPlayer);
EXPECT_TRUE(strcmp(awsRequest.GetGameProperties()[0].GetKey().c_str(), request.m_sessionProperties.begin()->first.c_str()) == 0);
EXPECT_TRUE(strcmp(awsRequest.GetGameProperties()[0].GetValue().c_str(), request.m_sessionProperties.begin()->second.c_str()) == 0);
EXPECT_TRUE(strcmp(awsRequest.GetAliasId().c_str(), request.m_aliasId.c_str()) == 0);
EXPECT_TRUE(strcmp(awsRequest.GetFleetId().c_str(), request.m_fleetId.c_str()) == 0);
EXPECT_TRUE(strcmp(awsRequest.GetIdempotencyToken().c_str(), request.m_idempotencyToken.c_str()) == 0);
}
TEST_F(AWSGameLiftCreateSessionActivityTest, ValidateCreateSessionRequest_CallWithBaseType_GetFalseResult)
{
auto result = CreateSessionActivity::ValidateCreateSessionRequest(AzFramework::CreateSessionRequest());
EXPECT_FALSE(result);
}
TEST_F(AWSGameLiftCreateSessionActivityTest, ValidateCreateSessionRequest_CallWithNegativeMaxPlayer_GetFalseResult)
{
AWSGameLiftCreateSessionRequest request;
request.m_maxPlayer = -1;
auto result = CreateSessionActivity::ValidateCreateSessionRequest(request);
EXPECT_FALSE(result);
}
TEST_F(AWSGameLiftCreateSessionActivityTest, ValidateCreateSessionRequest_CallWithoutAliasOrFleetId_GetFalseResult)
{
AWSGameLiftCreateSessionRequest request;
request.m_maxPlayer = 1;
auto result = CreateSessionActivity::ValidateCreateSessionRequest(request);
EXPECT_FALSE(result);
}
TEST_F(AWSGameLiftCreateSessionActivityTest, ValidateCreateSessionRequest_CallWithAliasId_GetTrueResult)
{
AWSGameLiftCreateSessionRequest request;
request.m_maxPlayer = 1;
request.m_aliasId = "dummyAliasId";
auto result = CreateSessionActivity::ValidateCreateSessionRequest(request);
EXPECT_TRUE(result);
}
TEST_F(AWSGameLiftCreateSessionActivityTest, ValidateCreateSessionRequest_CallWithFleetId_GetTrueResult)
{
AWSGameLiftCreateSessionRequest request;
request.m_maxPlayer = 1;
request.m_fleetId = "dummyFleetId";
auto result = CreateSessionActivity::ValidateCreateSessionRequest(request);
EXPECT_TRUE(result);
}
@@ -0,0 +1,79 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <AWSGameLiftClientFixture.h>
#include <Activity/AWSGameLiftCreateSessionOnQueueActivity.h>
using namespace AWSGameLift;
using AWSGameLiftCreateSessionOnQueueActivityTest = AWSGameLiftClientFixture;
TEST_F(AWSGameLiftCreateSessionOnQueueActivityTest, BuildAWSGameLiftCreateGameSessionRequest_Call_GetExpectedResult)
{
AWSGameLiftCreateSessionOnQueueRequest request;
request.m_sessionName = "dummySessionName";
request.m_maxPlayer = 1;
request.m_sessionProperties.emplace("dummyKey", "dummyValue");
request.m_queueName = "dummyQueueName";
request.m_placementId = "dummyPlacementId";
auto awsRequest = CreateSessionOnQueueActivity::BuildAWSGameLiftStartGameSessionPlacementRequest(request);
EXPECT_TRUE(strcmp(awsRequest.GetGameSessionName().c_str(), request.m_sessionName.c_str()) == 0);
EXPECT_TRUE(awsRequest.GetMaximumPlayerSessionCount() == request.m_maxPlayer);
EXPECT_TRUE(strcmp(awsRequest.GetGameProperties()[0].GetKey().c_str(), request.m_sessionProperties.begin()->first.c_str()) == 0);
EXPECT_TRUE(strcmp(awsRequest.GetGameProperties()[0].GetValue().c_str(), request.m_sessionProperties.begin()->second.c_str()) == 0);
EXPECT_TRUE(strcmp(awsRequest.GetGameSessionQueueName().c_str(), request.m_queueName.c_str()) == 0);
EXPECT_TRUE(strcmp(awsRequest.GetPlacementId().c_str(), request.m_placementId.c_str()) == 0);
}
TEST_F(AWSGameLiftCreateSessionOnQueueActivityTest, ValidateCreateSessionOnQueueRequest_CallWithBaseType_GetFalseResult)
{
auto result = CreateSessionOnQueueActivity::ValidateCreateSessionOnQueueRequest(AzFramework::CreateSessionRequest());
EXPECT_FALSE(result);
}
TEST_F(AWSGameLiftCreateSessionOnQueueActivityTest, ValidateCreateSessionOnQueueRequest_CallWithNegativeMaxPlayer_GetFalseResult)
{
AWSGameLiftCreateSessionOnQueueRequest request;
request.m_maxPlayer = -1;
auto result = CreateSessionOnQueueActivity::ValidateCreateSessionOnQueueRequest(request);
EXPECT_FALSE(result);
}
TEST_F(AWSGameLiftCreateSessionOnQueueActivityTest, ValidateCreateSessionOnQueueRequest_CallWithoutQueueName_GetFalseResult)
{
AWSGameLiftCreateSessionOnQueueRequest request;
request.m_maxPlayer = 1;
request.m_placementId = "dummyPlacementId";
auto result = CreateSessionOnQueueActivity::ValidateCreateSessionOnQueueRequest(request);
EXPECT_FALSE(result);
}
TEST_F(AWSGameLiftCreateSessionOnQueueActivityTest, ValidateCreateSessionOnQueueRequest_CallWithoutPlacementId_GetFalseResult)
{
AWSGameLiftCreateSessionOnQueueRequest request;
request.m_maxPlayer = 1;
request.m_queueName = "dummyQueueName";
auto result = CreateSessionOnQueueActivity::ValidateCreateSessionOnQueueRequest(request);
EXPECT_FALSE(result);
}
TEST_F(AWSGameLiftCreateSessionOnQueueActivityTest, ValidateCreateSessionOnQueueRequest_CallWithValidRequest_GetTrueResult)
{
AWSGameLiftCreateSessionOnQueueRequest request;
request.m_maxPlayer = 1;
request.m_queueName = "dummyQueueName";
request.m_placementId = "dummyPlacementId";
auto result = CreateSessionOnQueueActivity::ValidateCreateSessionOnQueueRequest(request);
EXPECT_TRUE(result);
}
@@ -0,0 +1,84 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <AWSGameLiftClientFixture.h>
#include <Activity/AWSGameLiftJoinSessionActivity.h>
using namespace AWSGameLift;
using AWSGameLiftJoinSessionActivityTest = AWSGameLiftClientFixture;
TEST_F(AWSGameLiftJoinSessionActivityTest, BuildAWSGameLiftCreatePlayerSessionRequest_Call_GetExpectedResult)
{
AWSGameLiftJoinSessionRequest request;
request.m_playerData = "dummyPlayerData";
request.m_playerId = "dummyPlayerId";
request.m_sessionId = "dummySessionId";
auto awsRequest = JoinSessionActivity::BuildAWSGameLiftCreatePlayerSessionRequest(request);
EXPECT_TRUE(strcmp(awsRequest.GetPlayerData().c_str(), request.m_playerData.c_str()) == 0);
EXPECT_TRUE(strcmp(awsRequest.GetPlayerId().c_str(), request.m_playerId.c_str()) == 0);
EXPECT_TRUE(strcmp(awsRequest.GetGameSessionId().c_str(), request.m_sessionId.c_str()) == 0);
}
TEST_F(AWSGameLiftJoinSessionActivityTest, BuildSessionConnectionConfig_Call_GetExpectedResult)
{
Aws::GameLift::Model::PlayerSession playerSession;
playerSession.SetIpAddress("dummyIpAddress");
playerSession.SetPlayerSessionId("dummyPlayerSessionId");
playerSession.SetPort(123);
Aws::GameLift::Model::CreatePlayerSessionResult createPlayerSessionResult;
createPlayerSessionResult.SetPlayerSession(playerSession);
Aws::GameLift::Model::CreatePlayerSessionOutcome createPlayerSessionOutcome(createPlayerSessionResult);
auto connectionConfig = JoinSessionActivity::BuildSessionConnectionConfig(createPlayerSessionOutcome);
EXPECT_TRUE(strcmp(connectionConfig.m_ipAddress.c_str(), playerSession.GetIpAddress().c_str()) == 0);
EXPECT_TRUE(strcmp(connectionConfig.m_playerSessionId.c_str(), playerSession.GetPlayerSessionId().c_str()) == 0);
EXPECT_TRUE(connectionConfig.m_port == playerSession.GetPort());
}
TEST_F(AWSGameLiftJoinSessionActivityTest, ValidateJoinSessionRequest_CallWithBaseType_GetFalseResult)
{
AZ_TEST_START_TRACE_SUPPRESSION;
auto result = JoinSessionActivity::ValidateJoinSessionRequest(AzFramework::JoinSessionRequest());
AZ_TEST_STOP_TRACE_SUPPRESSION(1); // capture 1 error message
EXPECT_FALSE(result);
}
TEST_F(AWSGameLiftJoinSessionActivityTest, ValidateJoinSessionRequest_CallWithEmptyPlayerId_GetFalseResult)
{
AWSGameLiftJoinSessionRequest request;
request.m_sessionId = "dummySessionId";
AZ_TEST_START_TRACE_SUPPRESSION;
auto result = JoinSessionActivity::ValidateJoinSessionRequest(request);
AZ_TEST_STOP_TRACE_SUPPRESSION(1); // capture 1 error message
EXPECT_FALSE(result);
}
TEST_F(AWSGameLiftJoinSessionActivityTest, ValidateJoinSessionRequest_CallWithEmptySessionId_GetFalseResult)
{
AWSGameLiftJoinSessionRequest request;
request.m_playerId = "dummyPlayerId";
AZ_TEST_START_TRACE_SUPPRESSION;
auto result = JoinSessionActivity::ValidateJoinSessionRequest(request);
AZ_TEST_STOP_TRACE_SUPPRESSION(1); // capture 1 error message
EXPECT_FALSE(result);
}
TEST_F(AWSGameLiftJoinSessionActivityTest, ValidateJoinSessionRequest_CallWithPlayerAndSessionId_GetTrueResult)
{
AWSGameLiftJoinSessionRequest request;
request.m_playerId = "dummyPlayerId";
request.m_sessionId = "dummySessionId";
auto result = JoinSessionActivity::ValidateJoinSessionRequest(request);
EXPECT_TRUE(result);
}
@@ -0,0 +1,126 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <AzFramework/Session/SessionConfig.h>
#include <Activity/AWSGameLiftSearchSessionsActivity.h>
#include <AWSGameLiftClientFixture.h>
#include <AWSGameLiftSessionConstants.h>
using namespace AWSGameLift;
using AWSGameLiftSearchSessionsActivityTest = AWSGameLiftClientFixture;
TEST_F(AWSGameLiftSearchSessionsActivityTest, BuildAWSGameLiftSearchGameSessionsRequest_Call_GetExpectedResult)
{
AWSGameLiftSearchSessionsRequest request;
request.m_aliasId = "dummyAliasId";
request.m_fleetId = "dummyFleetId";
request.m_location = "dummyLocation";
request.m_filterExpression = "dummyFilterExpression";
request.m_sortExpression = "dummySortExpression";
request.m_maxResult = 1;
request.m_nextToken = "dummyNextToken";
auto awsRequest = SearchSessionsActivity::BuildAWSGameLiftSearchGameSessionsRequest(request);
EXPECT_TRUE(strcmp(awsRequest.GetFleetId().c_str(), request.m_fleetId.c_str()) == 0);
EXPECT_TRUE(strcmp(awsRequest.GetAliasId().c_str(), request.m_aliasId.c_str()) == 0);
EXPECT_TRUE(strcmp(awsRequest.GetFilterExpression().c_str(), request.m_filterExpression.c_str()) == 0);
EXPECT_TRUE(strcmp(awsRequest.GetSortExpression().c_str(), request.m_sortExpression.c_str()) == 0);
EXPECT_TRUE(awsRequest.GetLimit() == request.m_maxResult);
EXPECT_TRUE(strcmp(awsRequest.GetNextToken().c_str(), request.m_nextToken.c_str()) == 0);
// TODO: Update the AWS Native SDK to get the new request attributes.
//EXPECT_TRUE(strcmp(awsRequest.GetLocation().c_str(), request.m_location.c_str()) == 0);
}
TEST_F(AWSGameLiftSearchSessionsActivityTest, ValidateSearchSessionsRequest_CallWithBaseType_GetFalseResult)
{
AZ_TEST_START_TRACE_SUPPRESSION;
auto result = SearchSessionsActivity::ValidateSearchSessionsRequest(AzFramework::SearchSessionsRequest());
AZ_TEST_STOP_TRACE_SUPPRESSION(1); // capture 1 error message
EXPECT_FALSE(result);
}
TEST_F(AWSGameLiftSearchSessionsActivityTest, ValidateSearchSessionsRequest_CallWithoutAliasOrFleetId_GetFalseResult)
{
AWSGameLiftSearchSessionsRequest request;
AZ_TEST_START_TRACE_SUPPRESSION;
auto result = SearchSessionsActivity::ValidateSearchSessionsRequest(request);
AZ_TEST_STOP_TRACE_SUPPRESSION(1); // capture 1 error message
EXPECT_FALSE(result);
}
TEST_F(AWSGameLiftSearchSessionsActivityTest, ValidateSearchSessionsRequest_CallWithAliasId_GetTrueResult)
{
AWSGameLiftSearchSessionsRequest request;
request.m_aliasId = "dummyAliasId";
auto result = SearchSessionsActivity::ValidateSearchSessionsRequest(request);
EXPECT_TRUE(result);
}
TEST_F(AWSGameLiftSearchSessionsActivityTest, ValidateSearchSessionsRequest_CallWithFleetId_GetTrueResult)
{
AWSGameLiftSearchSessionsRequest request;
request.m_fleetId = "dummyFleetId";
auto result = SearchSessionsActivity::ValidateSearchSessionsRequest(request);
EXPECT_TRUE(result);
}
TEST_F(AWSGameLiftSearchSessionsActivityTest, ParseResponse_Call_GetExpectedResult)
{
Aws::GameLift::Model::GameProperty gameProperty;
gameProperty.SetKey("dummyKey");
gameProperty.SetValue("dummyValue");
Aws::Vector<Aws::GameLift::Model::GameProperty> gameProperties = { gameProperty };
Aws::GameLift::Model::GameSession gameSession;
gameSession.SetCreationTime(Aws::Utils::DateTime(0.0));
gameSession.SetTerminationTime(Aws::Utils::DateTime(0.0));
gameSession.SetCreatorId("dummyCreatorId");
gameSession.SetGameProperties(gameProperties);
gameSession.SetGameSessionId("dummyGameSessionId");
gameSession.SetName("dummyGameSessionName");
gameSession.SetIpAddress("dummyIpAddress");
gameSession.SetPort(0);
gameSession.SetMaximumPlayerSessionCount(2);
gameSession.SetCurrentPlayerSessionCount(1);
gameSession.SetStatus(Aws::GameLift::Model::GameSessionStatus::TERMINATED);
gameSession.SetStatusReason(Aws::GameLift::Model::GameSessionStatusReason::INTERRUPTED);
// TODO: Update the AWS Native SDK to set the new game session attributes.
//gameSession.SetDnsName("dummyDnsName");
Aws::Vector<Aws::GameLift::Model::GameSession> gameSessions = { gameSession };
Aws::GameLift::Model::SearchGameSessionsResult result;
result.SetNextToken("dummyNextToken");
result.SetGameSessions(gameSessions);
auto response = SearchSessionsActivity::ParseResponse(result);
EXPECT_TRUE(strcmp(response.m_nextToken.c_str(), result.GetNextToken().c_str()) == 0);
EXPECT_EQ(response.m_sessionConfigs.size(), 1);
const auto& sessionConfig = response.m_sessionConfigs[0];
EXPECT_EQ(gameSession.GetCreationTime().Millis(), sessionConfig.m_creationTime);
EXPECT_EQ(gameSession.GetTerminationTime().Millis(), sessionConfig.m_terminationTime);
EXPECT_TRUE(strcmp(gameSession.GetCreatorId().c_str(), sessionConfig.m_creatorId.c_str()) == 0);
EXPECT_TRUE(strcmp(gameSession.GetGameSessionId().c_str(), sessionConfig.m_sessionId.c_str()) == 0);
EXPECT_TRUE(strcmp(gameSession.GetName().c_str(), sessionConfig.m_sessionName.c_str()) == 0);
EXPECT_TRUE(strcmp(gameSession.GetIpAddress().c_str(), sessionConfig.m_ipAddress.c_str()) == 0);
EXPECT_EQ(gameSession.GetPort(), 0);
EXPECT_EQ(gameSession.GetMaximumPlayerSessionCount(), 2);
EXPECT_EQ(gameSession.GetCurrentPlayerSessionCount(), 1);
EXPECT_TRUE(strcmp(AWSGameLiftSessionStatusNames[(int)gameSession.GetStatus()], sessionConfig.m_status.c_str()) == 0);
EXPECT_TRUE(strcmp(AWSGameLiftSessionStatusReasons[(int)gameSession.GetStatusReason()], sessionConfig.m_statusReason.c_str()) == 0);
// TODO: Update the AWS Native SDK to get the new game session attributes.
// EXPECT_TRUE(strcmp(gameSession.GetDnsName().c_str(), sessionConfig.m_dnsName.c_str()) == 0);
}
@@ -0,0 +1,36 @@
#
# All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
# its licensors.
#
# For complete copyright and license terms please see the LICENSE at the root of this
# distribution (the "License"). All use of this software is governed by the License,
# or, if provided, by the license below or the license accompanying this file. Do not
# remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
#
set(FILES
Include/Request/AWSGameLiftCreateSessionOnQueueRequest.h
Include/Request/AWSGameLiftCreateSessionRequest.h
Include/Request/AWSGameLiftJoinSessionRequest.h
Include/Request/AWSGameLiftSearchSessionsRequest.h
Include/Request/IAWSGameLiftRequests.h
Source/Activity/AWSGameLiftCreateSessionActivity.cpp
Source/Activity/AWSGameLiftCreateSessionActivity.h
Source/Activity/AWSGameLiftCreateSessionOnQueueActivity.cpp
Source/Activity/AWSGameLiftCreateSessionOnQueueActivity.h
Source/Activity/AWSGameLiftJoinSessionActivity.cpp
Source/Activity/AWSGameLiftJoinSessionActivity.h
Source/Activity/AWSGameLiftLeaveSessionActivity.cpp
Source/Activity/AWSGameLiftLeaveSessionActivity.h
Source/Activity/AWSGameLiftSearchSessionsActivity.cpp
Source/Activity/AWSGameLiftSearchSessionsActivity.h
Source/AWSGameLiftClientManager.cpp
Source/AWSGameLiftClientManager.h
Source/AWSGameLiftClientSystemComponent.cpp
Source/AWSGameLiftClientSystemComponent.h
Source/Request/AWSGameLiftCreateSessionOnQueueRequest.cpp
Source/Request/AWSGameLiftCreateSessionRequest.cpp
Source/Request/AWSGameLiftJoinSessionRequest.cpp
Source/Request/AWSGameLiftSearchSessionsRequest.cpp
)
@@ -0,0 +1,14 @@
#
# All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
# its licensors.
#
# For complete copyright and license terms please see the LICENSE at the root of this
# distribution (the "License"). All use of this software is governed by the License,
# or, if provided, by the license below or the license accompanying this file. Do not
# remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
#
set(FILES
Source/AWSGameLiftClientModule.cpp
)
@@ -0,0 +1,22 @@
#
# All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
# its licensors.
#
# For complete copyright and license terms please see the LICENSE at the root of this
# distribution (the "License"). All use of this software is governed by the License,
# or, if provided, by the license below or the license accompanying this file. Do not
# remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
#
set(FILES
Tests/Activity/AWSGameLiftCreateSessionActivityTest.cpp
Tests/Activity/AWSGameLiftCreateSessionOnQueueActivityTest.cpp
Tests/Activity/AWSGameLiftJoinSessionActivityTest.cpp
Tests/Activity/AWSGameLiftSearchSessionsActivityTest.cpp
Tests/AWSGameLiftClientFixture.h
Tests/AWSGameLiftClientManagerTest.cpp
Tests/AWSGameLiftClientMocks.h
Tests/AWSGameLiftClientSystemComponentTest.cpp
Tests/AWSGameLiftClientTest.cpp
)