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65 lines
2.4 KiB
C++
65 lines
2.4 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/std/parallel/binary_semaphore.h>
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#include <AzCore/std/parallel/mutex.h>
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#include <AzCore/std/parallel/thread.h>
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#include <Request/IAWSGameLiftMatchmakingInternalRequests.h>
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#include <aws/gamelift/model/MatchmakingTicket.h>
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namespace AWSGameLift
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{
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enum TicketTrackerStatus
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{
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Idle,
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Running
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};
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//! AWSGameLiftClientLocalTicketTracker
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//! GameLift client ticket tracker to describe submitted matchmaking ticket periodically,
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//! and join player to the match once matchmaking ticket is complete.
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//! For use in production, please see GameLifts guidance about matchmaking at volume.
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//! The continuous polling approach here is only suitable for low volume matchmaking and is meant to aid with development only
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class AWSGameLiftClientLocalTicketTracker
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: public IAWSGameLiftMatchmakingInternalRequests
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{
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public:
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static constexpr const char AWSGameLiftClientLocalTicketTrackerName[] = "AWSGameLiftClientLocalTicketTracker";
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// Set ticket polling period to 10 seconds
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// https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html#match-client-track
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static constexpr const uint64_t AWSGameLiftClientDefaultPollingPeriodInMS = 10000;
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AWSGameLiftClientLocalTicketTracker();
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virtual ~AWSGameLiftClientLocalTicketTracker() = default;
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virtual void ActivateTracker();
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virtual void DeactivateTracker();
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// IAWSGameLiftMatchmakingInternalRequests interface implementation
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void StartPolling(const AZStd::string& ticketId, const AZStd::string& playerId) override;
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void StopPolling() override;
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protected:
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// For testing friendly access
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uint64_t m_pollingPeriodInMS;
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TicketTrackerStatus m_status;
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private:
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void ProcessPolling(const AZStd::string& ticketId, const AZStd::string& playerId);
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void RequestPlayerJoinMatch(const Aws::GameLift::Model::MatchmakingTicket& ticket, const AZStd::string& playerId);
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AZStd::mutex m_trackerMutex;
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AZStd::thread m_trackerThread;
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AZStd::binary_semaphore m_waitEvent;
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};
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} // namespace AWSGameLift
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