Lesson 81 - Player Session Struct
This commit is contained in:
@@ -107,4 +107,52 @@ struct FDSGameSession
|
||||
FString PlayerGatewayStatus{};
|
||||
|
||||
void Dump() const;
|
||||
};
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FDSPlayerSession
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
/** Unix timestamp for when the player session was created */
|
||||
UPROPERTY()
|
||||
int64 CreationTime{};
|
||||
|
||||
UPROPERTY()
|
||||
FString DnsName{};
|
||||
|
||||
UPROPERTY()
|
||||
FString FleetArn{};
|
||||
|
||||
UPROPERTY()
|
||||
FString FleetId{};
|
||||
|
||||
UPROPERTY()
|
||||
FString GameSessionId{};
|
||||
|
||||
UPROPERTY()
|
||||
FString IpAddress{};
|
||||
|
||||
UPROPERTY()
|
||||
FString PlayerData{};
|
||||
|
||||
UPROPERTY()
|
||||
FString PlayerId{};
|
||||
|
||||
UPROPERTY()
|
||||
FString PlayerSessionId{};
|
||||
|
||||
/** Network port number for connecting to the game session */
|
||||
UPROPERTY()
|
||||
int32 Port{};
|
||||
|
||||
/** e.g. "RESERVED", "ACTIVE", "COMPLETED", "TIMEDOUT" */
|
||||
UPROPERTY()
|
||||
FString Status{};
|
||||
|
||||
/** Unix timestamp for when the player session was terminated (0 if still active) */
|
||||
UPROPERTY()
|
||||
int64 TerminationTime{};
|
||||
|
||||
void Dump() const;
|
||||
};
|
||||
|
||||
@@ -28,7 +28,7 @@ private:
|
||||
|
||||
void FindOrCreateGameSession_Response(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
|
||||
FString GetUniquePlayerId() const;
|
||||
void HandleGameSessionStatus(const FString& Status, const FString& SessionId);
|
||||
void HandleGameSessionStatus(const FString& SessionId, const FString& Status);
|
||||
void TryCreatePlayerSession(const FString& PlayerId, const FString& GameSessionId);
|
||||
void FindPlayerSession_Response(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user