New Parser Completed. Verification next.
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93
Source/FPSTemplate/Public/GameLift/GameLiftValidators.h
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93
Source/FPSTemplate/Public/GameLift/GameLiftValidators.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "GameLiftValidators.generated.h"
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UENUM(BlueprintType)
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enum class EGameLiftParams : uint8
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{
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AuthToken,
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FleetId,
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HostId,
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ServerRegion,
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WebSocketUrl,
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Max // Sentry to determine length of EGameLiftParams
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};
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UENUM(BlueprintType)
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enum class EValidationError : uint8
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{
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None, // Valid
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Empty, // Missing Parameter
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TooShort, // Too Short
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TooLong, // Too long
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InvalidFormat, // Invalid format
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NotFound // Sentinel value, any new error codes get put above this.
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};
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USTRUCT(BlueprintType)
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struct FParamResult
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{
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GENERATED_BODY()
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EGameLiftParams ParamType;
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FString Value;
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bool bValid;
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FString ErrorMessage;
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EValidationError ErrorCode;
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};
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UCLASS()
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class FPSTEMPLATE_API UGameLiftValidators : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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private:
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static TArray<FString>& GetPatterns();
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static constexpr int32 MaxLengths[static_cast<int32>(EGameLiftParams::Max)] =
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{
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64, //authToken
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512, //FleetId
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128, //HostId
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128, //WebSocketUrl
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16, //Region (ca-central-1)
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};
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static constexpr int32 MinLengths[static_cast<int32>(EGameLiftParams::Max)] =
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{
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1, //authToken
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1, //FleetId
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1, //HostId
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1, //WebSocketUrl
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3, //Region (ca-central-1)
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};
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static bool IsStringValid(const FString& Value, EGameLiftParams ParamType);
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static bool IsStringShort(const FString& Value, EGameLiftParams ParamType);
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static bool IsStringLong(const FString& Value, EGameLiftParams ParamType);
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static bool IsMatchesRegex(const FString& Value, EGameLiftParams ParamType);
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public:
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UFUNCTION(BlueprintCallable, Category = "GameLift")
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static FParamResult ValidateParam(const FString& Value, EGameLiftParams ParamType);
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UFUNCTION(BlueprintCallable, Category = "GameLift")
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static FString GetParameterFromEnum(EGameLiftParams InParam);
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UFUNCTION(BlueprintCallable, Category = "GameLift")
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static FString GetErrorFromEnum(EValidationError InParam);
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UFUNCTION(BlueprintCallable, Category = "GameLift")
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static void LogValidationErrorMessage(FParamResult ValidationResult);
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};
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