Add GameLift matchmaking backfill server support (#4622)
* Add GameLift matchmaking backfill server support Signed-off-by: onecent1101 <liug@amazon.com>
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+18
-3
@@ -9,9 +9,11 @@
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#pragma once
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#include <AzCore/EBus/EBus.h>
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#include <AzCore/RTTI/BehaviorContext.h>
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#include <AzCore/RTTI/RTTI.h>
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#include <AzCore/std/containers/vector.h>
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#include <AzCore/std/string/string.h>
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#include <AzFramework/Session/ISessionRequests.h>
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#include <AWSGameLiftPlayer.h>
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namespace AWSGameLift
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{
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@@ -26,8 +28,21 @@ namespace AWSGameLift
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virtual ~IAWSGameLiftServerRequests() = default;
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//! Notify GameLift that the server process is ready to host a game session.
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//! @return Whether the ProcessReady notification is sent to GameLift.
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//! @return True if the ProcessReady notification is sent to GameLift successfully, false otherwise
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virtual bool NotifyGameLiftProcessReady() = 0;
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//! Sends a request to find new players for open slots in a game session created with FlexMatch.
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//! @param ticketId Unique identifier for match backfill request ticket
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//! @param players A set of data representing all players who are currently in the game session,
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//! if not provided, system will use lazy loaded game session data which is not guaranteed to
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//! be accurate (no latency data either)
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//! @return True if StartMatchBackfill succeeds, false otherwise
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virtual bool StartMatchBackfill(const AZStd::string& ticketId, const AZStd::vector<AWSGameLiftPlayer>& players) = 0;
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//! Cancels an active match backfill request that was created with StartMatchBackfill
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//! @param ticketId Unique identifier of the backfill request ticket to be canceled
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//! @return True if StopMatchBackfill succeeds, false otherwise
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virtual bool StopMatchBackfill(const AZStd::string& ticketId) = 0;
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};
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// IAWSGameLiftServerRequests EBus wrapper for scripting
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