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

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4.6 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <AzCore/Interface/Interface.h>
#include <AzCore/std/smart_ptr/shared_ptr.h>
#include <AWSGameLiftSessionConstants.h>
#include <Activity/AWSGameLiftActivityUtils.h>
#include <Activity/AWSGameLiftCreateSessionOnQueueActivity.h>
#include <Request/IAWSGameLiftInternalRequests.h>
#include <aws/core/utils/Outcome.h>
#include <aws/gamelift/model/StartGameSessionPlacementRequest.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());
}
AZStd::string propertiesOutput = "";
Aws::Vector<Aws::GameLift::Model::GameProperty> properties;
AWSGameLiftActivityUtils::GetGameProperties(createSessionOnQueueRequest.m_sessionProperties, properties, propertiesOutput);
if (!properties.empty())
{
request.SetGameProperties(properties);
}
// Required attributes
request.SetGameSessionQueueName(createSessionOnQueueRequest.m_queueName.c_str());
request.SetMaximumPlayerSessionCount(static_cast<int>(createSessionOnQueueRequest.m_maxPlayer));
request.SetPlacementId(createSessionOnQueueRequest.m_placementId.c_str());
AZ_TracePrintf(AWSGameLiftCreateSessionOnQueueActivityName,
"Built StartGameSessionPlacementRequest with GameSessionName=%s, GameProperties=%s, GameSessionQueueName=%s, MaximumPlayerSessionCount=%d and PlacementId=%s",
request.GetGameSessionName().c_str(),
AZStd::string::format("[%s]", propertiesOutput.c_str()).c_str(),
request.GetGameSessionQueueName().c_str(),
request.GetMaximumPlayerSessionCount(),
request.GetPlacementId().c_str());
return request;
}
AZStd::string CreateSessionOnQueue(const AWSGameLiftCreateSessionOnQueueRequest& createSessionOnQueueRequest)
{
AZStd::string result = "";
auto gameliftClient = AZ::Interface<IAWSGameLiftInternalRequests>::Get()->GetGameLiftClient();
if (!gameliftClient)
{
AZ_Error(AWSGameLiftCreateSessionOnQueueActivityName, false, AWSGameLiftClientMissingErrorMessage);
return result;
}
AZ_TracePrintf(AWSGameLiftCreateSessionOnQueueActivityName,
"Requesting StartGameSessionPlacement against Amazon GameLift service ...");
Aws::GameLift::Model::StartGameSessionPlacementRequest request =
BuildAWSGameLiftStartGameSessionPlacementRequest(createSessionOnQueueRequest);
auto createSessionOnQueueOutcome = gameliftClient->StartGameSessionPlacement(request);
AZ_TracePrintf(AWSGameLiftCreateSessionOnQueueActivityName,
"StartGameSessionPlacement request against Amazon GameLift service is complete.");
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 Multiplayer::CreateSessionRequest& createSessionRequest)
{
auto gameliftCreateSessionOnQueueRequest =
azrtti_cast<const AWSGameLiftCreateSessionOnQueueRequest*>(&createSessionRequest);
return gameliftCreateSessionOnQueueRequest &&
!gameliftCreateSessionOnQueueRequest->m_queueName.empty() && !gameliftCreateSessionOnQueueRequest->m_placementId.empty();
}
} // namespace CreateSessionOnQueueActivity
} // namespace AWSGameLift