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72 lines
3.3 KiB
C++
72 lines
3.3 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 <AzCore/EBus/EBus.h>
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namespace Multiplayer
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{
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struct SessionConfig;
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//! SessionNotifications
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//! The session notifications to listen for performing required operations
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class SessionNotifications
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: public AZ::EBusTraits
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{
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public:
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// Safeguard handler for multi-threaded use case
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using MutexType = AZStd::recursive_mutex;
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//////////////////////////////////////////////////////////////////////////
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// EBusTraits overrides
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static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Multiple;
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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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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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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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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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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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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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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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virtual void OnUpdateSessionEnd() = 0;
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};
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using SessionNotificationBus = AZ::EBus<SessionNotifications>;
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} // namespace Multiplayer
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