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o3de/Gems/AWSGameLift/Code/AWSGameLiftClient/Source/Activity/AWSGameLiftCreateSessionOnQ...

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C++

/*
* 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