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203 lines
12 KiB
C++
203 lines
12 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <aws/gamelift/server/GameLiftServerAPI.h>
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#include <aws/gamelift/server/model/GameSession.h>
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#include <AzCore/JSON/rapidjson.h>
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#include <AzCore/JSON/document.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 <AzCore/std/smart_ptr/unique_ptr.h>
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#include <Multiplayer/Session/ISessionHandlingRequests.h>
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#include <Multiplayer/Session/SessionConfig.h>
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#include <AWSGameLiftPlayer.h>
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#include <Request/AWSGameLiftServerRequestBus.h>
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namespace AWSGameLift
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{
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class GameLiftServerSDKWrapper;
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//! GameLift server process settings.
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struct GameLiftServerProcessDesc
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{
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AZStd::vector<AZStd::string> m_logPaths; //!< Log paths the servers will write to. Both relative to the game root folder and absolute paths supported.
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uint16_t m_port = 0; //!< The port the server will be listening on.
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};
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//! Manage the server process for hosting game sessions via GameLiftServerSDK.
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class AWSGameLiftServerManager
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: public AWSGameLiftServerRequestBus::Handler
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, public Multiplayer::ISessionHandlingProviderRequests
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{
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public:
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static constexpr const char AWSGameLiftServerManagerName[] = "AWSGameLiftServerManager";
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static constexpr const char AWSGameLiftServerSDKNotInitErrorMessage[] =
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"Amazon GameLift Server SDK is not initialized yet.";
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static constexpr const char AWSGameLiftServerSDKAlreadyInitErrorMessage[] =
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"Amazon GameLift Server SDK has already been initialized.";
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static constexpr const char AWSGameLiftServerTempPortErrorMessage[] =
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"No server port specified, server will be listening on ephemeral port.";
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static constexpr const char AWSGameLiftServerGameInitErrorMessage[] =
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"Failed to process game dependent initialization during OnStartGameSession.";
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static constexpr const char AWSGameLiftServerGameSessionDestroyErrorMessage[] =
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"Failed to destroy game session during OnProcessTerminate.";
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static constexpr const char AWSGameLiftServerPlayerConnectionRegisteredErrorMessage[] =
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"Player connection id %d is already registered to player session id %s. Remove connected player first.";
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static constexpr const char AWSGameLiftServerPlayerConnectionMissingErrorMessage[] =
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"Player connection id %d does not exist.";
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static constexpr const char AWSGameLiftServerInitSDKErrorMessage[] =
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"Failed to initialize Amazon GameLift Server SDK. ErrorMessage: %s";
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static constexpr const char AWSGameLiftServerProcessReadyErrorMessage[] =
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"Failed to notify GameLift server process ready. ErrorMessage: %s";
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static constexpr const char AWSGameLiftServerActivateGameSessionErrorMessage[] =
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"Failed to activate GameLift game session. ErrorMessage: %s";
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static constexpr const char AWSGameLiftServerProcessEndingErrorMessage[] =
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"Failed to notify GameLift server process ending. ErrorMessage: %s";
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static constexpr const char AWSGameLiftServerAcceptPlayerSessionErrorMessage[] =
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"Failed to validate player session connection with id %s. ErrorMessage: %s";
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static constexpr const char AWSGameLiftServerInvalidConnectionConfigErrorMessage[] =
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"Invalid player connection config, player connection id: %d, player session id: %s";
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static constexpr const char AWSGameLiftServerRemovePlayerSessionErrorMessage[] =
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"Failed to notify GameLift that the player with the player session id %s has disconnected from the server process. ErrorMessage: %s";
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static constexpr const char AWSGameLiftMatchmakingDataInvalidErrorMessage[] =
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"Failed to parse GameLift matchmaking data. ErrorMessage: %s";
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static constexpr const char AWSGameLiftMatchmakingDataMissingErrorMessage[] =
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"GameLift matchmaking data is missing or invalid to parse.";
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static constexpr const char AWSGameLiftMatchmakingPlayerAttributeInvalidErrorMessage[] =
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"Failed to build player %s attributes. ErrorMessage: %s";
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static constexpr const char AWSGameLiftDescribePlayerSessionsErrorMessage[] =
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"Failed to describe player sessions. ErrorMessage: %s";
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static constexpr const char AWSGameLiftStartMatchBackfillErrorMessage[] =
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"Failed to start match backfill. ErrorMessage: %s";
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static constexpr const char AWSGameLiftStopMatchBackfillErrorMessage[] =
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"Failed to stop match backfill. ErrorMessage: %s";
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static constexpr const char AWSGameLiftMatchmakingConfigurationKeyName[] = "matchmakingConfigurationArn";
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static constexpr const char AWSGameLiftMatchmakingTeamsKeyName[] = "teams";
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static constexpr const char AWSGameLiftMatchmakingTeamNameKeyName[] = "name";
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static constexpr const char AWSGameLiftMatchmakingPlayersKeyName[] = "players";
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static constexpr const char AWSGameLiftMatchmakingPlayerIdKeyName[] = "playerId";
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static constexpr const char AWSGameLiftMatchmakingPlayerAttributesKeyName[] = "attributes";
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static constexpr const char AWSGameLiftMatchmakingPlayerAttributeTypeKeyName[] = "attributeType";
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static constexpr const char AWSGameLiftMatchmakingPlayerAttributeValueKeyName[] = "valueAttribute";
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static constexpr const char AWSGameLiftMatchmakingPlayerAttributeSTypeName[] = "S";
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static constexpr const char AWSGameLiftMatchmakingPlayerAttributeSServerTypeName[] = "STRING";
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static constexpr const char AWSGameLiftMatchmakingPlayerAttributeNTypeName[] = "N";
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static constexpr const char AWSGameLiftMatchmakingPlayerAttributeNServerTypeName[] = "DOUBLE";
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static constexpr const char AWSGameLiftMatchmakingPlayerAttributeSLTypeName[] = "SL";
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static constexpr const char AWSGameLiftMatchmakingPlayerAttributeSLServerTypeName[] = "STRING_LIST";
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static constexpr const char AWSGameLiftMatchmakingPlayerAttributeSDMTypeName[] = "SDM";
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static constexpr const char AWSGameLiftMatchmakingPlayerAttributeSDMServerTypeName[] = "STRING_DOUBLE_MAP";
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static constexpr const uint16_t AWSGameLiftDescribePlayerSessionsPageSize = 30;
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AWSGameLiftServerManager();
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virtual ~AWSGameLiftServerManager();
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void ActivateManager();
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void DeactivateManager();
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//! Initialize GameLift API client by calling InitSDK().
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void InitializeGameLiftServerSDK();
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// AWSGameLiftServerRequestBus interface implementation
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bool NotifyGameLiftProcessReady() override;
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bool StartMatchBackfill(const AZStd::string& ticketId, const AZStd::vector<AWSGameLiftPlayer>& players) override;
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bool StopMatchBackfill(const AZStd::string& ticketId) override;
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// ISessionHandlingProviderRequests interface implementation
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void HandleDestroySession() override;
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bool ValidatePlayerJoinSession(const Multiplayer::PlayerConnectionConfig& playerConnectionConfig) override;
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void HandlePlayerLeaveSession(const Multiplayer::PlayerConnectionConfig& playerConnectionConfig) override;
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AZ::IO::Path GetExternalSessionCertificate() override;
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AZ::IO::Path GetInternalSessionCertificate() override;
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protected:
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void SetGameLiftServerSDKWrapper(AZStd::unique_ptr<GameLiftServerSDKWrapper> gameLiftServerSDKWrapper);
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//! Add connected player session id.
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bool AddConnectedPlayer(const Multiplayer::PlayerConnectionConfig& playerConnectionConfig);
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//! Get active server player data from lazy loaded game session for server match backfill
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AZStd::vector<AWSGameLiftPlayer> GetActiveServerMatchBackfillPlayers();
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//! Update local game session data to latest one
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void UpdateGameSessionData(const Aws::GameLift::Server::Model::GameSession& gameSession);
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private:
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//! Build the serverProcessDesc with appropriate server port number and log paths.
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GameLiftServerProcessDesc BuildGameLiftServerProcessDesc();
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//! Build active server player data from lazy loaded game session based on player id
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bool BuildActiveServerMatchBackfillPlayer(const AZStd::string& playerId, AWSGameLiftPlayer& outPlayer);
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//! Build server player attribute data from lazy load matchmaking data
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void BuildServerMatchBackfillPlayerAttributes(const rapidjson::Value& playerAttributes, AWSGameLiftPlayer& outPlayer);
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//! Build server player data for server match backfill
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bool BuildServerMatchBackfillPlayer(const AWSGameLiftPlayer& player, Aws::GameLift::Server::Model::Player& outBackfillPlayer);
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//! Build start match backfill request for StartMatchBackfill operation
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bool BuildStartMatchBackfillRequest(
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const AZStd::string& ticketId,
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const AZStd::vector<AWSGameLiftPlayer>& players,
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Aws::GameLift::Server::Model::StartMatchBackfillRequest& outRequest);
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//! Build stop match backfill request for StopMatchBackfill operation
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void BuildStopMatchBackfillRequest(const AZStd::string& ticketId, Aws::GameLift::Server::Model::StopMatchBackfillRequest& outRequest);
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//! Build session config by using AWS GameLift Server GameSession Model.
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Multiplayer::SessionConfig BuildSessionConfig(const Aws::GameLift::Server::Model::GameSession& gameSession);
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//! Check whether matchmaking data is in proper format
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bool IsMatchmakingDataValid();
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//! Fetch active player sessions in game session.
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AZStd::vector<Aws::GameLift::Server::Model::PlayerSession> GetActivePlayerSessions();
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//! Callback function that the GameLift service invokes to activate a new game session.
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void OnStartGameSession(const Aws::GameLift::Server::Model::GameSession& gameSession);
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//! Callback function that the GameLift service invokes to pass an updated game session object to the server process.
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void OnUpdateGameSession(const Aws::GameLift::Server::Model::UpdateGameSession& updateGameSession);
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//! Callback function that the server process or GameLift service invokes to force the server process to shut down.
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void OnProcessTerminate();
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//! Callback function that the GameLift service invokes to request a health status report from the server process.
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//! @return Whether the server process is healthy.
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bool OnHealthCheck();
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//! Remove connected player session id.
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//! @param playerConnectionId Connection id of the player to remove.
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//! @param outPlayerSessionId Session id of the removed player. Empty if the player cannot be removed.
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//! @return Whether the player is removed successfully.
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bool RemoveConnectedPlayer(uint32_t playerConnectionId, AZStd::string& outPlayerSessionId);
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AZStd::unique_ptr<GameLiftServerSDKWrapper> m_gameLiftServerSDKWrapper;
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bool m_serverSDKInitialized;
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AZStd::mutex m_gameliftMutex;
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using PlayerConnectionId = uint32_t;
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using PlayerSessionId = AZStd::string;
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AZStd::unordered_map<PlayerConnectionId, PlayerSessionId> m_connectedPlayers;
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// Lazy loaded game session and matchmaking data
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Aws::GameLift::Server::Model::GameSession m_gameSession;
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// Matchmaking data contains a unique match ID, it identifies the matchmaker that created the match
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// and describes the teams, team assignments, and players.
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// Reference https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data
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rapidjson::Document m_matchmakingData;
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};
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} // namespace AWSGameLift
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