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o3de/Gems/GameLift/Code/Source/Session/DescribeGameSessionsQueueRequest.cpp
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2021-03-08 14:30:57 -08:00

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4.3 KiB
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/*
* 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.
*
*/
#if !defined(BUILD_GAMELIFT_SERVER) && defined(BUILD_GAMELIFT_CLIENT)
#include <GameLift/Session/DescribeGameSessionsQueueRequest.h>
// To avoid the warning below
// Semaphore.h(50): warning C4251: 'Aws::Utils::Threading::Semaphore::m_mutex': class 'std::mutex' needs to have dll-interface to be used by clients of class 'Aws::Utils::Threading::Semaphore'
AZ_PUSH_DISABLE_WARNING(4251, "-Wunknown-warning-option")
#include <aws/gamelift/model/DescribeGameSessionQueuesRequest.h>
AZ_POP_DISABLE_WARNING
#include <aws/core/utils/Outcome.h>
#include <aws/gamelift/GameLiftErrors.h>
#include <aws/gamelift/model/DescribeGameSessionQueuesResult.h>
namespace GridMate
{
const AZStd::string GameLiftFleetIdPrefix = "fleet/";
const AZStd::string ExtractFleetIdFromFleetArn(AZStd::string fleetArn)
{
return fleetArn.substr(fleetArn.rfind(GameLiftFleetIdPrefix) + GameLiftFleetIdPrefix.size());
}
DescribeGameSessionsQueueRequest::DescribeGameSessionsQueueRequest(GameLiftClientService* clientService
, const std::shared_ptr<GameLiftRequestInterfaceContext>& context)
: GameLiftRequestInterface(context)
{
}
bool DescribeGameSessionsQueueRequest::Initialize()
{
Aws::GameLift::Model::DescribeGameSessionQueuesRequest request;
request.AddNames(m_context->queueName);
m_context->client.lock()->DescribeGameSessionQueuesAsync(request,
[this](const Aws::GameLift::GameLiftClient* client,
const Aws::GameLift::Model::DescribeGameSessionQueuesRequest& request,
const Aws::GameLift::Model::DescribeGameSessionQueuesOutcome& outcome,
const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context)
{
this->DescribeGameSessionQueuesHandler(client, request, outcome, context);
}
);
return true;
}
void DescribeGameSessionsQueueRequest::DescribeGameSessionQueuesHandler(const Aws::GameLift::GameLiftClient* client,
const Aws::GameLift::Model::DescribeGameSessionQueuesRequest& request,
const Aws::GameLift::Model::DescribeGameSessionQueuesOutcome& outcome,
const std::shared_ptr<const Aws::Client::AsyncCallerContext>&)
{
if (!outcome.IsSuccess())
{
m_context->errorHandler(outcome.GetError().GetMessage());
return;
}
Aws::String queueName = m_context->queueName;
if (outcome.GetResult().GetGameSessionQueues().size() == 0)
{
Aws::String errorMessage = "No Queue found for queue name: %s";
Aws::Utils::StringUtils::Replace(errorMessage, "%s", queueName.c_str());
m_context->errorHandler(errorMessage);
return;
}
AZStd::string fleetId;
for (auto const& gameSessionQueue : outcome.GetResult().GetGameSessionQueues())
{
if (gameSessionQueue.GetName() == queueName && gameSessionQueue.GetDestinations().size() > 0)
{
// Default to first fleet in queue. FleetId is used to test connectivity later.
AZStd::string fleetArn = gameSessionQueue.GetDestinations().size() > 0 ? gameSessionQueue.GetDestinations()[0].GetDestinationArn().c_str() : "";
fleetId = ExtractFleetIdFromFleetArn(fleetArn);
break;
}
}
// This case is very unlikely as this means GameLift queue has no destinations.
if (fleetId.empty())
{
Aws::String errorMessage = "No Destination fleet found %s";
Aws::Utils::StringUtils::Replace(errorMessage, "%s", queueName.c_str());
m_context->errorHandler(errorMessage);
return;
}
m_context->successHandler(Aws::String(fleetId.c_str()));
}
} // namespace GridMate
#endif // BUILD_GAMELIFT_CLIENT