Add missing exclamation mark for documentation (#5144)
* Add missing exclamation mark for documentation Signed-off-by: onecent1101 <liug@amazon.com> * Add more Signed-off-by: onecent1101 <liug@amazon.com>
This commit is contained in:
@@ -24,17 +24,17 @@ namespace AzFramework
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IMatchmakingRequests() = default;
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virtual ~IMatchmakingRequests() = default;
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// Registers a player's acceptance or rejection of a proposed matchmaking.
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// @param acceptMatchRequest The request of AcceptMatch operation
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//! Registers a player's acceptance or rejection of a proposed matchmaking.
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//! @param acceptMatchRequest The request of AcceptMatch operation
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virtual void AcceptMatch(const AcceptMatchRequest& acceptMatchRequest) = 0;
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// Create a game match for a group of players.
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// @param startMatchmakingRequest The request of StartMatchmaking operation
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// @return A unique identifier for a matchmaking ticket
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//! Create a game match for a group of players.
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//! @param startMatchmakingRequest The request of StartMatchmaking operation
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//! @return A unique identifier for a matchmaking ticket
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virtual AZStd::string StartMatchmaking(const StartMatchmakingRequest& startMatchmakingRequest) = 0;
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// Cancels a matchmaking ticket that is currently being processed.
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// @param stopMatchmakingRequest The request of StopMatchmaking operation
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//! Cancels a matchmaking ticket that is currently being processed.
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//! @param stopMatchmakingRequest The request of StopMatchmaking operation
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virtual void StopMatchmaking(const StopMatchmakingRequest& stopMatchmakingRequest) = 0;
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};
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@@ -48,16 +48,16 @@ namespace AzFramework
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IMatchmakingAsyncRequests() = default;
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virtual ~IMatchmakingAsyncRequests() = default;
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// AcceptMatch Async
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// @param acceptMatchRequest The request of AcceptMatch operation
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//! AcceptMatch Async
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//! @param acceptMatchRequest The request of AcceptMatch operation
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virtual void AcceptMatchAsync(const AcceptMatchRequest& acceptMatchRequest) = 0;
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// StartMatchmaking Async
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// @param startMatchmakingRequest The request of StartMatchmaking operation
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//! StartMatchmaking Async
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//! @param startMatchmakingRequest The request of StartMatchmaking operation
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virtual void StartMatchmakingAsync(const StartMatchmakingRequest& startMatchmakingRequest) = 0;
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// StopMatchmaking Async
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// @param stopMatchmakingRequest The request of StopMatchmaking operation
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//! StopMatchmaking Async
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//! @param stopMatchmakingRequest The request of StopMatchmaking operation
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virtual void StopMatchmakingAsync(const StopMatchmakingRequest& stopMatchmakingRequest) = 0;
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};
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@@ -76,14 +76,14 @@ namespace AzFramework
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static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single;
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//////////////////////////////////////////////////////////////////////////
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// OnAcceptMatchAsyncComplete is fired once AcceptMatchAsync completes
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//! OnAcceptMatchAsyncComplete is fired once AcceptMatchAsync completes
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virtual void OnAcceptMatchAsyncComplete() = 0;
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// OnStartMatchmakingAsyncComplete is fired once StartMatchmakingAsync completes
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// @param matchmakingTicketId The unique identifier for the matchmaking ticket
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//! OnStartMatchmakingAsyncComplete is fired once StartMatchmakingAsync completes
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//! @param matchmakingTicketId The unique identifier for the matchmaking ticket
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virtual void OnStartMatchmakingAsyncComplete(const AZStd::string& matchmakingTicketId) = 0;
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// OnStopMatchmakingAsyncComplete is fired once StopMatchmakingAsync completes
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//! OnStopMatchmakingAsyncComplete is fired once StopMatchmakingAsync completes
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virtual void OnStopMatchmakingAsyncComplete() = 0;
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};
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using MatchmakingAsyncRequestNotificationBus = AZ::EBus<MatchmakingAsyncRequestNotifications>;
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@@ -29,17 +29,17 @@ namespace AzFramework
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static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single;
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//////////////////////////////////////////////////////////////////////////
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// OnMatchAcceptance is fired when match is found and pending on acceptance
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// Use this notification to accept found match
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//! OnMatchAcceptance is fired when match is found and pending on acceptance
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//! Use this notification to accept found match
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virtual void OnMatchAcceptance() = 0;
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// OnMatchComplete is fired when match is complete
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//! OnMatchComplete is fired when match is complete
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virtual void OnMatchComplete() = 0;
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// OnMatchError is fired when match is processed with error
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//! OnMatchError is fired when match is processed with error
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virtual void OnMatchError() = 0;
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// OnMatchFailure is fired when match is failed to complete
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//! OnMatchFailure is fired when match is failed to complete
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virtual void OnMatchFailure() = 0;
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};
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using MatchmakingNotificationBus = AZ::EBus<MatchmakingNotifications>;
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@@ -29,11 +29,11 @@ namespace AzFramework
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AcceptMatchRequest() = default;
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virtual ~AcceptMatchRequest() = default;
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// Player response to accept or reject match
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//! Player response to accept or reject match
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bool m_acceptMatch;
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// A list of unique identifiers for players delivering the response
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//! A list of unique identifiers for players delivering the response
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AZStd::vector<AZStd::string> m_playerIds;
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// A unique identifier for a matchmaking ticket
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//! A unique identifier for a matchmaking ticket
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AZStd::string m_ticketId;
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};
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@@ -47,7 +47,7 @@ namespace AzFramework
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StartMatchmakingRequest() = default;
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virtual ~StartMatchmakingRequest() = default;
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// A unique identifier for a matchmaking ticket
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//! A unique identifier for a matchmaking ticket
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AZStd::string m_ticketId;
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};
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@@ -61,7 +61,7 @@ namespace AzFramework
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StopMatchmakingRequest() = default;
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virtual ~StopMatchmakingRequest() = default;
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// A unique identifier for a matchmaking ticket
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//! A unique identifier for a matchmaking ticket
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AZStd::string m_ticketId;
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};
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} // namespace AzFramework
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@@ -18,16 +18,16 @@ namespace AzFramework
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//! The properties for handling join session request.
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struct SessionConnectionConfig
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{
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// A unique identifier for registered player in session.
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//! A unique identifier for registered player in session.
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AZStd::string m_playerSessionId;
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// The DNS identifier assigned to the instance that is running the session.
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//! The DNS identifier assigned to the instance that is running the session.
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AZStd::string m_dnsName;
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// The IP address of the session.
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//! The IP address of the session.
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AZStd::string m_ipAddress;
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// The port number for the session.
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//! The port number for the session.
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uint16_t m_port = 0;
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};
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@@ -35,10 +35,10 @@ namespace AzFramework
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//! The properties for handling player connect/disconnect
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struct PlayerConnectionConfig
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{
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// A unique identifier for player connection.
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//! A unique identifier for player connection.
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uint32_t m_playerConnectionId = 0;
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// A unique identifier for registered player in session.
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//! A unique identifier for registered player in session.
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AZStd::string m_playerSessionId;
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};
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@@ -51,12 +51,12 @@ namespace AzFramework
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ISessionHandlingClientRequests() = default;
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virtual ~ISessionHandlingClientRequests() = default;
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// Request the player join session
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// @param sessionConnectionConfig The required properties to handle the player join session process
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// @return The result of player join session process
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//! Request the player join session
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//! @param sessionConnectionConfig The required properties to handle the player join session process
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//! @return The result of player join session process
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virtual bool RequestPlayerJoinSession(const SessionConnectionConfig& sessionConnectionConfig) = 0;
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// Request the connected player leave session
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//! Request the connected player leave session
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virtual void RequestPlayerLeaveSession() = 0;
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};
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@@ -69,26 +69,26 @@ namespace AzFramework
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ISessionHandlingProviderRequests() = default;
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virtual ~ISessionHandlingProviderRequests() = default;
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// Handle the destroy session process
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//! Handle the destroy session process
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virtual void HandleDestroySession() = 0;
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// Validate the player join session process
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// @param playerConnectionConfig The required properties to validate the player join session process
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// @return The result of player join session validation
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//! Validate the player join session process
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//! @param playerConnectionConfig The required properties to validate the player join session process
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//! @return The result of player join session validation
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virtual bool ValidatePlayerJoinSession(const PlayerConnectionConfig& playerConnectionConfig) = 0;
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// Handle the player leave session process
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// @param playerConnectionConfig The required properties to handle the player leave session process
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//! Handle the player leave session process
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//! @param playerConnectionConfig The required properties to handle the player leave session process
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virtual void HandlePlayerLeaveSession(const PlayerConnectionConfig& playerConnectionConfig) = 0;
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// Retrieves the file location of a pem-encoded TLS certificate for Client to Server communication
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// @return If successful, returns the file location of TLS certificate file; if not successful, returns
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// empty string.
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//! Retrieves the file location of a pem-encoded TLS certificate for Client to Server communication
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//! @return If successful, returns the file location of TLS certificate file; if not successful, returns
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//! empty string.
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virtual AZ::IO::Path GetExternalSessionCertificate() = 0;
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// Retrieves the file location of a pem-encoded TLS certificate for Server to Server communication
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// @return If successful, returns the file location of TLS certificate file; if not successful, returns
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// empty string.
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//! Retrieves the file location of a pem-encoded TLS certificate for Server to Server communication
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//! @return If successful, returns the file location of TLS certificate file; if not successful, returns
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//! empty string.
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virtual AZ::IO::Path GetInternalSessionCertificate() = 0;
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};
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} // namespace AzFramework
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@@ -25,22 +25,22 @@ namespace AzFramework
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ISessionRequests() = default;
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virtual ~ISessionRequests() = default;
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// Create a session for players to find and join.
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// @param createSessionRequest The request of CreateSession operation
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// @return The request id if session creation request succeeds; empty if it fails
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//! Create a session for players to find and join.
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//! @param createSessionRequest The request of CreateSession operation
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//! @return The request id if session creation request succeeds; empty if it fails
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virtual AZStd::string CreateSession(const CreateSessionRequest& createSessionRequest) = 0;
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// Retrieve all active sessions that match the given search criteria and sorted in specific order.
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// @param searchSessionsRequest The request of SearchSessions operation
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// @return The response of SearchSessions operation
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//! Retrieve all active sessions that match the given search criteria and sorted in specific order.
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//! @param searchSessionsRequest The request of SearchSessions operation
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//! @return The response of SearchSessions operation
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virtual SearchSessionsResponse SearchSessions(const SearchSessionsRequest& searchSessionsRequest) const = 0;
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// Reserve an open player slot in a session, and perform connection from client to server.
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// @param joinSessionRequest The request of JoinSession operation
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// @return True if joining session succeeds; False otherwise
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//! Reserve an open player slot in a session, and perform connection from client to server.
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//! @param joinSessionRequest The request of JoinSession operation
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//! @return True if joining session succeeds; False otherwise
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virtual bool JoinSession(const JoinSessionRequest& joinSessionRequest) = 0;
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// Disconnect player from session.
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//! Disconnect player from session.
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virtual void LeaveSession() = 0;
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};
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@@ -54,19 +54,19 @@ namespace AzFramework
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ISessionAsyncRequests() = default;
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virtual ~ISessionAsyncRequests() = default;
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// CreateSession Async
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// @param createSessionRequest The request of CreateSession operation
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//! CreateSession Async
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//! @param createSessionRequest The request of CreateSession operation
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virtual void CreateSessionAsync(const CreateSessionRequest& createSessionRequest) = 0;
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// SearchSessions Async
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// @param searchSessionsRequest The request of SearchSessions operation
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//! SearchSessions Async
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//! @param searchSessionsRequest The request of SearchSessions operation
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virtual void SearchSessionsAsync(const SearchSessionsRequest& searchSessionsRequest) const = 0;
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// JoinSession Async
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// @param joinSessionRequest The request of JoinSession operation
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//! JoinSession Async
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//! @param joinSessionRequest The request of JoinSession operation
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virtual void JoinSessionAsync(const JoinSessionRequest& joinSessionRequest) = 0;
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// LeaveSession Async
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//! LeaveSession Async
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virtual void LeaveSessionAsync() = 0;
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};
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@@ -85,19 +85,19 @@ namespace AzFramework
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static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single;
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//////////////////////////////////////////////////////////////////////////
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// OnCreateSessionAsyncComplete is fired once CreateSessionAsync completes
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// @param createSessionResponse The request id if session creation request succeeds; empty if it fails
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//! OnCreateSessionAsyncComplete is fired once CreateSessionAsync completes
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//! @param createSessionResponse The request id if session creation request succeeds; empty if it fails
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virtual void OnCreateSessionAsyncComplete(const AZStd::string& createSessionReponse) = 0;
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// OnSearchSessionsAsyncComplete is fired once SearchSessionsAsync completes
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// @param searchSessionsResponse The response of SearchSessions call
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//! OnSearchSessionsAsyncComplete is fired once SearchSessionsAsync completes
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//! @param searchSessionsResponse The response of SearchSessions call
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virtual void OnSearchSessionsAsyncComplete(const SearchSessionsResponse& searchSessionsResponse) = 0;
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// OnJoinSessionAsyncComplete is fired once JoinSessionAsync completes
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// @param joinSessionsResponse True if joining session succeeds; False otherwise
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//! OnJoinSessionAsyncComplete is fired once JoinSessionAsync completes
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//! @param joinSessionsResponse True if joining session succeeds; False otherwise
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virtual void OnJoinSessionAsyncComplete(bool joinSessionsResponse) = 0;
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// OnLeaveSessionAsyncComplete is fired once LeaveSessionAsync completes
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//! OnLeaveSessionAsyncComplete is fired once LeaveSessionAsync completes
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virtual void OnLeaveSessionAsyncComplete() = 0;
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};
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using SessionAsyncRequestNotificationBus = AZ::EBus<SessionAsyncRequestNotifications>;
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@@ -24,46 +24,46 @@ namespace AzFramework
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SessionConfig() = default;
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virtual ~SessionConfig() = default;
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// A time stamp indicating when this session was created. Format is a number expressed in Unix time as milliseconds.
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//! A time stamp indicating when this session was created. Format is a number expressed in Unix time as milliseconds.
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uint64_t m_creationTime = 0;
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// A time stamp indicating when this data object was terminated. Same format as creation time.
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//! A time stamp indicating when this data object was terminated. Same format as creation time.
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uint64_t m_terminationTime = 0;
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// A unique identifier for a player or entity creating the session.
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//! A unique identifier for a player or entity creating the session.
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AZStd::string m_creatorId;
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// A collection of custom properties for a session.
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//! A collection of custom properties for a session.
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AZStd::unordered_map<AZStd::string, AZStd::string> m_sessionProperties;
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// The matchmaking process information that was used to create the session.
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//! The matchmaking process information that was used to create the session.
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AZStd::string m_matchmakingData;
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// A unique identifier for the session.
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//! A unique identifier for the session.
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AZStd::string m_sessionId;
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// A descriptive label that is associated with a session.
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//! A descriptive label that is associated with a session.
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AZStd::string m_sessionName;
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// The DNS identifier assigned to the instance that is running the session.
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//! The DNS identifier assigned to the instance that is running the session.
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AZStd::string m_dnsName;
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// The IP address of the session.
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//! The IP address of the session.
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AZStd::string m_ipAddress;
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// The port number for the session.
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//! The port number for the session.
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uint16_t m_port = 0;
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// The maximum number of players that can be connected simultaneously to the session.
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//! The maximum number of players that can be connected simultaneously to the session.
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uint64_t m_maxPlayer = 0;
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// Number of players currently in the session.
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//! Number of players currently in the session.
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uint64_t m_currentPlayer = 0;
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// Current status of the session.
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//! Current status of the session.
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AZStd::string m_status;
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// Provides additional information about session status.
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//! Provides additional information about session status.
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AZStd::string m_statusReason;
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};
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} // namespace AzFramework
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@@ -29,42 +29,42 @@ namespace AzFramework
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static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single;
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//////////////////////////////////////////////////////////////////////////
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// OnSessionHealthCheck is fired in health check process
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// Use this notification to perform any custom health check
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// @return True if OnSessionHealthCheck succeeds, false otherwise
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//! OnSessionHealthCheck is fired in health check process
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//! Use this notification to perform any custom health check
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//! @return True if OnSessionHealthCheck succeeds, false otherwise
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virtual bool OnSessionHealthCheck() = 0;
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// OnCreateSessionBegin is fired at the beginning of session creation process
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// Use this notification to perform any necessary configuration or initialization before
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// creating session
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// @param sessionConfig The properties to describe a session
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// @return True if OnCreateSessionBegin succeeds, false otherwise
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//! OnCreateSessionBegin is fired at the beginning of session creation process
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//! Use this notification to perform any necessary configuration or initialization before
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//! creating session
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//! @param sessionConfig The properties to describe a session
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//! @return True if OnCreateSessionBegin succeeds, false otherwise
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virtual bool OnCreateSessionBegin(const SessionConfig& sessionConfig) = 0;
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// OnCreateSessionEnd is fired at the end of session creation process
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// Use this notification to perform any follow-up operation after session is created and active
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//! OnCreateSessionEnd is fired at the end of session creation process
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//! Use this notification to perform any follow-up operation after session is created and active
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virtual void OnCreateSessionEnd() = 0;
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// OnDestroySessionBegin is fired at the beginning of session termination process
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// Use this notification to perform any cleanup operation before destroying session,
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// like gracefully disconnect players, cleanup data, etc.
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// @return True if OnDestroySessionBegin succeeds, false otherwise
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//! OnDestroySessionBegin is fired at the beginning of session termination process
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//! Use this notification to perform any cleanup operation before destroying session,
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//! like gracefully disconnect players, cleanup data, etc.
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//! @return True if OnDestroySessionBegin succeeds, false otherwise
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virtual bool OnDestroySessionBegin() = 0;
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// OnDestroySessionEnd is fired at the end of session termination process
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// Use this notification to perform any follow-up operation after session is destroyed,
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// like shutdown application process, etc.
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//! OnDestroySessionEnd is fired at the end of session termination process
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//! Use this notification to perform any follow-up operation after session is destroyed,
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//! like shutdown application process, etc.
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virtual void OnDestroySessionEnd() = 0;
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// OnUpdateSessionBegin is fired at the beginning of session update process
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// Use this notification to perform any configuration or initialization to handle
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// the session settings changing
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// @param sessionConfig The properties to describe a session
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// @param updateReason The reason for session update
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//! OnUpdateSessionBegin is fired at the beginning of session update process
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//! Use this notification to perform any configuration or initialization to handle
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//! the session settings changing
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//! @param sessionConfig The properties to describe a session
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//! @param updateReason The reason for session update
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virtual void OnUpdateSessionBegin(const SessionConfig& sessionConfig, const AZStd::string& updateReason) = 0;
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// OnUpdateSessionBegin is fired at the end of session update process
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// Use this notification to perform any follow-up operations after session is updated
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//! OnUpdateSessionBegin is fired at the end of session update process
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//! Use this notification to perform any follow-up operations after session is updated
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virtual void OnUpdateSessionEnd() = 0;
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};
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using SessionNotificationBus = AZ::EBus<SessionNotifications>;
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@@ -31,16 +31,16 @@ namespace AzFramework
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CreateSessionRequest() = default;
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virtual ~CreateSessionRequest() = default;
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// A unique identifier for a player or entity creating the session.
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//! A unique identifier for a player or entity creating the session.
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AZStd::string m_creatorId;
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// A collection of custom properties for a session.
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//! A collection of custom properties for a session.
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AZStd::unordered_map<AZStd::string, AZStd::string> m_sessionProperties;
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// A descriptive label that is associated with a session.
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//! A descriptive label that is associated with a session.
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AZStd::string m_sessionName;
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||||
|
||||
// The maximum number of players that can be connected simultaneously to the session.
|
||||
//! The maximum number of players that can be connected simultaneously to the session.
|
||||
uint64_t m_maxPlayer = 0;
|
||||
};
|
||||
|
||||
@@ -54,17 +54,17 @@ namespace AzFramework
|
||||
SearchSessionsRequest() = default;
|
||||
virtual ~SearchSessionsRequest() = default;
|
||||
|
||||
// String containing the search criteria for the session search. If no filter expression is included, the request returns results
|
||||
// for all active sessions.
|
||||
//! String containing the search criteria for the session search. If no filter expression is included, the request returns results
|
||||
//! for all active sessions.
|
||||
AZStd::string m_filterExpression;
|
||||
|
||||
// Instructions on how to sort the search results. If no sort expression is included, the request returns results in random order.
|
||||
//! Instructions on how to sort the search results. If no sort expression is included, the request returns results in random order.
|
||||
AZStd::string m_sortExpression;
|
||||
|
||||
// The maximum number of results to return.
|
||||
//! The maximum number of results to return.
|
||||
uint8_t m_maxResult = 0;
|
||||
|
||||
// A token that indicates the start of the next sequential page of results.
|
||||
//! A token that indicates the start of the next sequential page of results.
|
||||
AZStd::string m_nextToken;
|
||||
};
|
||||
|
||||
@@ -78,10 +78,10 @@ namespace AzFramework
|
||||
SearchSessionsResponse() = default;
|
||||
virtual ~SearchSessionsResponse() = default;
|
||||
|
||||
// A collection of sessions that match the search criteria and sorted in specific order.
|
||||
//! A collection of sessions that match the search criteria and sorted in specific order.
|
||||
AZStd::vector<SessionConfig> m_sessionConfigs;
|
||||
|
||||
// A token that indicates the start of the next sequential page of results.
|
||||
//! A token that indicates the start of the next sequential page of results.
|
||||
AZStd::string m_nextToken;
|
||||
};
|
||||
|
||||
@@ -95,13 +95,13 @@ namespace AzFramework
|
||||
JoinSessionRequest() = default;
|
||||
virtual ~JoinSessionRequest() = default;
|
||||
|
||||
// A unique identifier for the session.
|
||||
//! A unique identifier for the session.
|
||||
AZStd::string m_sessionId;
|
||||
|
||||
// A unique identifier for a player. Player IDs are developer-defined.
|
||||
//! A unique identifier for a player. Player IDs are developer-defined.
|
||||
AZStd::string m_playerId;
|
||||
|
||||
// Developer-defined information related to a player.
|
||||
//! Developer-defined information related to a player.
|
||||
AZStd::string m_playerData;
|
||||
};
|
||||
} // namespace AzFramework
|
||||
|
||||
+3
-3
@@ -25,11 +25,11 @@ namespace AWSGameLift
|
||||
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.
|
||||
//! 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.
|
||||
//! 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
|
||||
|
||||
+4
-4
@@ -25,14 +25,14 @@ namespace AWSGameLift
|
||||
AWSGameLiftCreateSessionRequest() = default;
|
||||
virtual ~AWSGameLiftCreateSessionRequest() = default;
|
||||
|
||||
// A unique identifier for the alias associated with the fleet to create a game session in.
|
||||
//! 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.
|
||||
//! 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.
|
||||
//! 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
|
||||
|
||||
+3
-3
@@ -25,13 +25,13 @@ namespace AWSGameLift
|
||||
AWSGameLiftSearchSessionsRequest() = default;
|
||||
virtual ~AWSGameLiftSearchSessionsRequest() = default;
|
||||
|
||||
// A unique identifier for the alias associated with the fleet to search for active game sessions.
|
||||
//! 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.
|
||||
//! A unique identifier for the fleet to search for active game sessions.
|
||||
AZStd::string m_fleetId;
|
||||
|
||||
// A fleet location to search for game sessions.
|
||||
//! A fleet location to search for game sessions.
|
||||
AZStd::string m_location;
|
||||
};
|
||||
} // namespace AWSGameLift
|
||||
|
||||
+3
-2
@@ -30,9 +30,10 @@ namespace AWSGameLift
|
||||
AWSGameLiftStartMatchmakingRequest() = default;
|
||||
virtual ~AWSGameLiftStartMatchmakingRequest() = default;
|
||||
|
||||
// Name of the matchmaking configuration to use for this request
|
||||
//! Name of the matchmaking configuration to use for this request
|
||||
AZStd::string m_configurationName;
|
||||
// Information on each player to be matched
|
||||
|
||||
//! Information on each player to be matched
|
||||
AZStd::vector<AWSGameLiftPlayer> m_players;
|
||||
};
|
||||
} // namespace AWSGameLift
|
||||
|
||||
Reference in New Issue
Block a user