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100 lines
4.6 KiB
C++
100 lines
4.6 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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#include <AzCore/Interface/Interface.h>
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#include <AzCore/std/smart_ptr/shared_ptr.h>
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#include <AWSGameLiftSessionConstants.h>
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#include <Activity/AWSGameLiftActivityUtils.h>
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#include <Activity/AWSGameLiftCreateSessionOnQueueActivity.h>
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#include <Request/IAWSGameLiftInternalRequests.h>
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#include <aws/core/utils/Outcome.h>
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#include <aws/gamelift/model/StartGameSessionPlacementRequest.h>
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namespace AWSGameLift
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{
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namespace CreateSessionOnQueueActivity
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{
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Aws::GameLift::Model::StartGameSessionPlacementRequest BuildAWSGameLiftStartGameSessionPlacementRequest(
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const AWSGameLiftCreateSessionOnQueueRequest& createSessionOnQueueRequest)
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{
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Aws::GameLift::Model::StartGameSessionPlacementRequest request;
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// Optional attributes
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if (!createSessionOnQueueRequest.m_sessionName.empty())
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{
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request.SetGameSessionName(createSessionOnQueueRequest.m_sessionName.c_str());
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}
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AZStd::string propertiesOutput = "";
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Aws::Vector<Aws::GameLift::Model::GameProperty> properties;
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AWSGameLiftActivityUtils::GetGameProperties(createSessionOnQueueRequest.m_sessionProperties, properties, propertiesOutput);
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if (!properties.empty())
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{
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request.SetGameProperties(properties);
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}
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// Required attributes
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request.SetGameSessionQueueName(createSessionOnQueueRequest.m_queueName.c_str());
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request.SetMaximumPlayerSessionCount(static_cast<int>(createSessionOnQueueRequest.m_maxPlayer));
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request.SetPlacementId(createSessionOnQueueRequest.m_placementId.c_str());
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AZ_TracePrintf(AWSGameLiftCreateSessionOnQueueActivityName,
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"Built StartGameSessionPlacementRequest with GameSessionName=%s, GameProperties=%s, GameSessionQueueName=%s, MaximumPlayerSessionCount=%d and PlacementId=%s",
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request.GetGameSessionName().c_str(),
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AZStd::string::format("[%s]", propertiesOutput.c_str()).c_str(),
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request.GetGameSessionQueueName().c_str(),
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request.GetMaximumPlayerSessionCount(),
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request.GetPlacementId().c_str());
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return request;
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}
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AZStd::string CreateSessionOnQueue(const AWSGameLiftCreateSessionOnQueueRequest& createSessionOnQueueRequest)
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{
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AZStd::string result = "";
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auto gameliftClient = AZ::Interface<IAWSGameLiftInternalRequests>::Get()->GetGameLiftClient();
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if (!gameliftClient)
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{
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AZ_Error(AWSGameLiftCreateSessionOnQueueActivityName, false, AWSGameLiftClientMissingErrorMessage);
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return result;
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}
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AZ_TracePrintf(AWSGameLiftCreateSessionOnQueueActivityName,
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"Requesting StartGameSessionPlacement against Amazon GameLift service ...");
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Aws::GameLift::Model::StartGameSessionPlacementRequest request =
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BuildAWSGameLiftStartGameSessionPlacementRequest(createSessionOnQueueRequest);
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auto createSessionOnQueueOutcome = gameliftClient->StartGameSessionPlacement(request);
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AZ_TracePrintf(AWSGameLiftCreateSessionOnQueueActivityName,
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"StartGameSessionPlacement request against Amazon GameLift service is complete.");
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if (createSessionOnQueueOutcome.IsSuccess())
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{
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result = AZStd::string(createSessionOnQueueOutcome.GetResult().GetGameSessionPlacement().GetPlacementId().c_str());
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}
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else
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{
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AZ_Error(AWSGameLiftCreateSessionOnQueueActivityName, false, AWSGameLiftErrorMessageTemplate,
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createSessionOnQueueOutcome.GetError().GetExceptionName().c_str(),
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createSessionOnQueueOutcome.GetError().GetMessage().c_str());
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}
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return result;
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}
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bool ValidateCreateSessionOnQueueRequest(const Multiplayer::CreateSessionRequest& createSessionRequest)
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{
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auto gameliftCreateSessionOnQueueRequest =
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azrtti_cast<const AWSGameLiftCreateSessionOnQueueRequest*>(&createSessionRequest);
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return gameliftCreateSessionOnQueueRequest &&
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!gameliftCreateSessionOnQueueRequest->m_queueName.empty() && !gameliftCreateSessionOnQueueRequest->m_placementId.empty();
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}
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} // namespace CreateSessionOnQueueActivity
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} // namespace AWSGameLift
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