/*
 * 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.
 *
 */

#include <aws/gamelift/internal/network/callback/RefreshConnectionCallback.h>
#include <aws/gamelift/internal/model/message/RefreshConnectionMessage.h>
#include <spdlog/spdlog.h>

using namespace Aws::GameLift;

namespace Aws {
namespace GameLift {
namespace Internal {
GenericOutcome RefreshConnectionCallback::OnRefreshConnection(const std::string &data) {
    spdlog::info("OnRefreshConnection Received with raw data: {}", data);
    RefreshConnectionMessage refreshConnectionMessage;
    Message &message = refreshConnectionMessage;
    message.Deserialize(data);

    m_gameLiftMessageHandler->OnRefreshConnection(refreshConnectionMessage.GetRefreshConnectionEndpoint(), refreshConnectionMessage.GetAuthToken());

    return GenericOutcome(nullptr);
}
} // namespace Internal
} // namespace GameLift
} // namespace Aws