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45 lines
1.7 KiB
C++
45 lines
1.7 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/RTTI/BehaviorContext.h>
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#include <AzCore/std/containers/unordered_map.h>
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#include <AzCore/std/string/string.h>
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namespace AWSGameLift
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{
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//! AWSGameLiftPlayer
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//! Information on each player to be matched
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//! This information must include a player ID, and may contain player attributes and latency data to be used in the matchmaking process
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//! After a successful match, Player objects contain the name of the team the player is assigned to
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struct AWSGameLiftPlayer
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{
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AZ_RTTI(AWSGameLiftPlayer, "{B62C118E-C55D-4903-8ECB-E58E8CA613C4}");
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static void Reflect(AZ::ReflectContext* context);
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AWSGameLiftPlayer() = default;
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virtual ~AWSGameLiftPlayer() = default;
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// A map of region names to latencies in millseconds, that indicates
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// the amount of latency that a player experiences when connected to AWS Regions
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AZStd::unordered_map<AZStd::string, int> m_latencyInMs;
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// A collection of key:value pairs containing player information for use in matchmaking
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// Player attribute keys must match the playerAttributes used in a matchmaking rule set
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// Example: {"skill": "{\"N\": 23}", "gameMode": "{\"S\": \"deathmatch\"}"}
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AZStd::unordered_map<AZStd::string, AZStd::string> m_playerAttributes;
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// A unique identifier for a player
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AZStd::string m_playerId;
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// Name of the team that the player is assigned to in a match
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AZStd::string m_team;
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};
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} // namespace AWSGameLift
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