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

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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_CLIENT)
#include <GameLift/Session/GameLiftMatchmaking.h>
#include <GameLift/Session/GameLiftClientService.h>
#include <aws/core/utils/Outcome.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/StartMatchmakingRequest.h>
#include <aws/gamelift/model/DescribeMatchmakingRequest.h>
#include <aws/gamelift/model/DescribeGameSessionDetailsRequest.h>
#include <aws/gamelift/model/MatchmakingTicket.h>
#include <aws/gamelift/model/Player.h>
AZ_POP_DISABLE_WARNING
namespace GridMate
{
GameLiftMatchmaking::GameLiftMatchmaking(GameLiftClientService* service, const AZStd::shared_ptr<GameLiftRequestInterfaceContext> context
, const Aws::String& matchmakingConfigName)
: GameLiftSearch(service, context)
, m_matchmakingConfigName(matchmakingConfigName)
{
}
bool GameLiftMatchmaking::Initialize()
{
Aws::GameLift::Model::StartMatchmakingRequest request;
Aws::GameLift::Model::Player player;
player.SetPlayerId(m_context->m_playerId.c_str());
request.AddPlayers(player);
request.SetConfigurationName(m_matchmakingConfigName);
m_startMatchmakingOutcomeCallable = m_context->m_gameLiftClient.lock()->StartMatchmakingCallable(request);
m_isDone = false;
return true;
}
void GameLiftMatchmaking::SearchDone()
{
m_isDone = true;
}
void GameLiftMatchmaking::WaitForStartMatchmakingResult()
{
// Poll with 0 delay to see if callable is ready
if (m_startMatchmakingOutcomeCallable.valid()
&& m_startMatchmakingOutcomeCallable.wait_for(std::chrono::milliseconds(0)) == std::future_status::ready)
{
auto result = m_startMatchmakingOutcomeCallable.get();
if (result.IsSuccess())
{
m_matchmakingTicket = result.GetResult().GetMatchmakingTicket();
m_startDescribeMatchmakingTime = AZStd::chrono::system_clock::now();
}
else
{
AZ_TracePrintf("GameLift", "Matchmaking request failed with error: %s\n", result.GetError().GetMessage().c_str());
SearchDone();
return;
}
}
}
// GameLift recommends using Cloudwatch and SNS events instead of polling to avoid TPS limits.
// Documentation: https://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html
void GameLiftMatchmaking::PollWithDelayDescribeMatchmaking()
{
GridMate::TimeStamp now = AZStd::chrono::system_clock::now();
float timeElapsed = AZStd::chrono::duration<float>(now - m_startDescribeMatchmakingTime).count();
if (timeElapsed > m_pollDescribeMatchmakingDelay && !m_describeMatchmakingOutcomeCallable.valid() && !m_matchmakingTicket.GetTicketId().empty())
{
m_startDescribeMatchmakingTime = AZStd::chrono::system_clock::now();
Aws::GameLift::Model::DescribeMatchmakingRequest request;
request.AddTicketIds(m_matchmakingTicket.GetTicketId());
m_describeMatchmakingOutcomeCallable = m_context->m_gameLiftClient.lock()->DescribeMatchmakingCallable(request);
}
}
void GameLiftMatchmaking::WaitForDescribeMatchmakingResult()
{
if (m_describeMatchmakingOutcomeCallable.valid()
&& m_describeMatchmakingOutcomeCallable.wait_for(std::chrono::milliseconds(0)) == std::future_status::ready)
{
auto result = m_describeMatchmakingOutcomeCallable.get();
if (result.IsSuccess())
{
for (auto ticket : result.GetResult().GetTicketList())
{
if (ticket.GetTicketId() == m_matchmakingTicket.GetTicketId())
{
if (ticket.GetStatus() == Aws::GameLift::Model::MatchmakingConfigurationStatus::COMPLETED)
{
m_gameSessionConnectionInfo = ticket.GetGameSessionConnectionInfo();
}
else if (ticket.GetStatus() == Aws::GameLift::Model::MatchmakingConfigurationStatus::TIMED_OUT
|| ticket.GetStatus() == Aws::GameLift::Model::MatchmakingConfigurationStatus::FAILED
|| ticket.GetStatus() == Aws::GameLift::Model::MatchmakingConfigurationStatus::CANCELLED)
{
AZ_TracePrintf("GameLift", "Matchmaking request did not complete ticketId:%s status:%s message:%s", m_matchmakingTicket.GetTicketId().c_str(),
ticket.GetStatusReason().c_str(), ticket.GetStatusMessage().c_str());
SearchDone();
}
else
{
AZ_TracePrintf("GameLift", "Matchmaking request waiting to complete ticketId:%s status:%s message:%s", m_matchmakingTicket.GetTicketId().c_str(),
ticket.GetStatusReason().c_str(), ticket.GetStatusMessage().c_str());
}
break;
}
}
}
else
{
AZ_TracePrintf("GameLift", "Matchmaking request failed with error: %s\n", result.GetError().GetMessage().c_str());
SearchDone();
return;
}
}
// Game session connection found. End search and add to results.
if (m_gameSessionConnectionInfo.GameSessionArnHasBeenSet())
{
GameLiftSearchInfo info;
info.m_sessionId = m_gameSessionConnectionInfo.GetGameSessionArn().c_str();
info.m_port = m_gameSessionConnectionInfo.GetPort();
info.m_ipAddress = m_gameSessionConnectionInfo.GetIpAddress().c_str();
for (auto playerSession : m_gameSessionConnectionInfo.GetMatchedPlayerSessions())
{
if (m_context->m_playerId.compare(playerSession.GetPlayerId().c_str()) == 0)
{
info.m_playerSessionId = playerSession.GetPlayerSessionId().c_str();
}
}
m_results.push_back(info);
SearchDone();
}
}
void GameLiftMatchmaking::Update()
{
if (m_isDone)
{
return;
}
WaitForStartMatchmakingResult();
PollWithDelayDescribeMatchmaking();
WaitForDescribeMatchmakingResult();
}
} // namespace GridMate
#endif // BUILD_GAMELIFT_CLIENT