Lesson 35 - Get Compute Auth Token Working

This commit is contained in:
Norman Lansing
2026-02-28 12:32:28 -05:00
parent 1d477ee42a
commit 4fde462bce
7743 changed files with 1397833 additions and 18 deletions

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// Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
using UnrealBuildTool;
using System.IO;
public class GameLiftClientSDK : ModuleRules
{
public GameLiftClientSDK(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Engine", "Core", "CoreUObject", "InputCore", "Projects" });
PrivateDependencyModuleNames.AddRange(new string[] { });
PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Public"));
PrivateIncludePaths.Add(Path.Combine(ModuleDirectory, "Private"));
// Add dependencies needed by the UI code for testing widgets.
PublicDependencyModuleNames.AddRange(new string[] { "WebBrowserWidget", "SlateCore", "HTTP", "Json", "JsonUtilities", "HeadMountedDisplay", "UMG" });
PublicDefinitions.Add("USE_IMPORT_EXPORT");
if (Target.Type == TargetRules.TargetType.Editor || Target.Type == TargetRules.TargetType.Client)
{
PublicDependencyModuleNames.AddRange(new string[] { "AWSSDK", "CoreSDK" });
PublicDefinitions.Add("WITH_GAMELIFT_CLIENT=1");
}
else
{
PublicDefinitions.Add("WITH_GAMELIFT_CLIENT=0");
}
}
}

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// Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
#include "GameLiftClientLog.h"
#if WITH_GAMELIFT_CLIENT
DEFINE_LOG_CATEGORY(GameLiftClientLog);
#endif

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// Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
#pragma once
#if WITH_GAMELIFT_CLIENT
DECLARE_LOG_CATEGORY_EXTERN(GameLiftClientLog, Log, All);
#endif

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// Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
#include "GameLiftClientSDK.h"
#include "Core.h"
#include "Interfaces/IPluginManager.h"
#include "Misc/Paths.h"
#include "HAL/UnrealMemory.h"
#include "Serializer.h"
#include "GameLiftClientLog.h"
#if WITH_GAMELIFT_CLIENT
#if PLATFORM_WINDOWS
#include "Windows/AllowWindowsPlatformTypes.h"
#endif
#include "aws/core/Aws.h"
#include "aws/core/utils/logging/LogLevel.h"
#include "aws/core/utils/memory/MemorySystemInterface.h"
#if WITH_GAMELIFT_CLIENT
#include "aws/gamelift/GameLiftClient.h"
#include "aws/gamelift/model/DescribeGameSessionsRequest.h"
#include "aws/gamelift/model/CreateGameSessionRequest.h"
#include "aws/gamelift/model/CreatePlayerSessionRequest.h"
#include "aws/gamelift/model/CreatePlayerSessionsRequest.h"
#include "aws/gamelift/model/DescribePlayerSessionsRequest.h"
#include "aws/gamelift/core/awsclients/api_initializer.h"
#include "aws/gamelift/core/exports.h"
#endif
#if PLATFORM_WINDOWS
#include "Windows/HideWindowsPlatformTypes.h"
#endif
#endif
#define LOCTEXT_NAMESPACE "FGameLiftClientSDKModule"
void FGameLiftClientSDKModule::StartupModule()
{
#if WITH_GAMELIFT_CLIENT
auto LogProxy = [](unsigned int InLevel, const char* InMessage, int InSize)
{
UE_LOG(GameLiftClientLog, Log, TEXT("********* %s"), UTF8_TO_TCHAR(InMessage));
};
GameLift::AwsApiInitializer::Initialize(LogProxy, this);
GameLiftClientHandle = GameLiftClientInstanceCreate();
#endif
}
void FGameLiftClientSDKModule::ShutdownModule()
{
#if WITH_GAMELIFT_CLIENT
GameLiftClientInstanceRelease(GameLiftClientHandle);
GameLift::AwsApiInitializer::Shutdown();
#endif
}
bool FGameLiftClientSDKModule::ConfigureClient(const FString& CredentialsName)
{
#if WITH_GAMELIFT_CLIENT
std::string StdCredentialsName = AWSSerializer::FSToStdS(CredentialsName);
if (GameLiftClientHandle)
{
GameLiftClientInstanceRelease(GameLiftClientHandle);
GameLiftClientHandle = nullptr;
}
GameLiftClientHandle = GameLiftClientInstanceCreateWithCredentials(StdCredentialsName.c_str());
return GameLiftClientHandle != nullptr;
#endif
return false;
}
#if WITH_GAMELIFT_CLIENT
namespace
{
FuncErrorCallback ErrorCallback = [](DISPATCH_RECEIVER_HANDLE ErrorReceiver, GAMELIFT_ERROR_INFO* ErrorInfo) -> void
{
FString* Error = reinterpret_cast<FString*>(ErrorReceiver);
*Error = ErrorInfo->errorMessage;
};
}
#endif
FGL_GameSession FGameLiftClientSDKModule::CreateGameSession(size_t MaximumPlayerCount, const FString& FleetId, FString& ErrorMsg, const FString& CustomLocation, const FString& EndPoint)
{
FGL_GameSession Result;
#if WITH_GAMELIFT_CLIENT
std::string StdEndPoint = AWSSerializer::FSToStdS(EndPoint);
if (!EndPoint.IsEmpty())
{
GameLiftClientOverrideEndpoint(GameLiftClientHandle, StdEndPoint.c_str());
}
GAMELIFT_GAMESESSION_CREATE_REQUEST CreateSessionRequest;
std::string StdFleetId = AWSSerializer::FSToStdS(FleetId);
CreateSessionRequest.fleetId = StdFleetId.c_str();
CreateSessionRequest.maximumPlayerSessionCount = &MaximumPlayerCount;
CreateSessionRequest.errorCb = ErrorCallback;
CreateSessionRequest.errorReceiver = &ErrorMsg;
std::string StdCustomLocation = AWSSerializer::FSToStdS(CustomLocation);
if (!CustomLocation.IsEmpty())
{
CreateSessionRequest.location = StdCustomLocation.c_str();
}
auto GameSessionInstance = GameLiftGameSessionCreate(GameLiftClientHandle, &CreateSessionRequest);
if (GameSessionInstance != nullptr)
{
Result = GL_Utils::AwsGameSessionToUe(GameSessionInstance);
GameLiftGameSessionRelease(GameSessionInstance);
}
#endif
return Result;
}
TArray<FGL_GameSession> FGameLiftClientSDKModule::DescribeGameSessions(const FString& FleetId, const FString& StatusFilter, FString& ErrorMsg, const FString& EndPoint)
{
TArray<FGL_GameSession> Result;
#if WITH_GAMELIFT_CLIENT
std::string StdEndPoint = AWSSerializer::FSToStdS(EndPoint);
if (!EndPoint.IsEmpty())
{
GameLiftClientOverrideEndpoint(GameLiftClientHandle, StdEndPoint.c_str());
}
GAMELIFT_DESCRIBE_GAMESESSIONS_REQUEST DescribeGameSessionsRequest;
std::string StdString;
if(!FleetId.IsEmpty())
{
StdString = AWSSerializer::FSToStdS(FleetId);
DescribeGameSessionsRequest.fleetId = StdString.c_str();
}
std::string StdStatusFilter;
if(!StatusFilter.IsEmpty())
{
StdStatusFilter = AWSSerializer::FSToStdS(StatusFilter);
DescribeGameSessionsRequest.statusFilter = StdStatusFilter.c_str();
}
DescribeGameSessionsRequest.errorCb = ErrorCallback;
DescribeGameSessionsRequest.errorReceiver = &ErrorMsg;
FuncGameSessionInfoCallback ResultCallback = [](DISPATCH_RECEIVER_HANDLE DispatchReceiver, GAMELIFT_GAMESESSION_INFO* GameSessionInfo) -> bool
{
auto Result = reinterpret_cast<TArray<FGL_GameSession>*>(DispatchReceiver);
Result->Add(GL_Utils::AwsGameSessionToUe(*GameSessionInfo));
return false; // iterate over all sessions, do not filter out any of them
};
DescribeGameSessionsRequest.dispatchReceiver = &Result;
DescribeGameSessionsRequest.resultCb = ResultCallback;
GameLiftDescribeGameSessions(GameLiftClientHandle, &DescribeGameSessionsRequest);
#endif
return Result;
}
FGL_PlayerSession FGameLiftClientSDKModule::CreatePlayerSession(const FString& GameSessionId, const FString& PlayerData, const FString& PlayerId, FString& ErrorMsg, const FString& EndPoint)
{
FGL_PlayerSession Result;
#if WITH_GAMELIFT_CLIENT
std::string StdEndPoint = AWSSerializer::FSToStdS(EndPoint);
if (!EndPoint.IsEmpty())
{
GameLiftClientOverrideEndpoint(GameLiftClientHandle, StdEndPoint.c_str());
}
GAMELIFT_PLAYERSESSION_CREATE_REQUEST CreateSessionRequest;
std::string StdGameSessionId = TCHAR_TO_ANSI(*GameSessionId); // Note: AWSSerializer::FSToStdS does not work due to encoding issue. The converted string is not expected.
std::string StdPlayerId = AWSSerializer::FSToStdS(PlayerId);
std::string StdPlayerData = AWSSerializer::FSToStdS(PlayerData);
CreateSessionRequest.gameSessionId = StdGameSessionId.c_str();
CreateSessionRequest.playerId = StdPlayerId.c_str();
CreateSessionRequest.playerData = StdPlayerData.c_str();
CreateSessionRequest.errorCb = ErrorCallback;
CreateSessionRequest.errorReceiver = &ErrorMsg;
auto PlayerSessionInstance = GameLiftPlayerSessionCreate(GameLiftClientHandle, &CreateSessionRequest);
if (PlayerSessionInstance != nullptr)
{
Result = GL_Utils::AwsPlayerSessionToUe(PlayerSessionInstance);
GameLiftPlayerSessionRelease(PlayerSessionInstance);
}
#endif
return Result;
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FGameLiftClientSDKModule, GameLiftClientSDK)

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// Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include "GameLiftClientSDKModels.h"
#include "CoreMinimal.h"
#include "Serializer.h"
#if WITH_GAMELIFT_CLIENT
#if PLATFORM_WINDOWS
#include "Windows/AllowWindowsPlatformTypes.h"
#endif
#include "aws/core/Aws.h"
#include "aws/core/utils/DateTime.h"
#include "aws/gamelift/model/GameSession.h"
#include "aws/gamelift/model/PlayerSession.h"
#if PLATFORM_WINDOWS
#include "Windows/HideWindowsPlatformTypes.h"
#endif
#endif
namespace GL_Utils
{
#if WITH_GAMELIFT_CLIENT
FGL_GameSession AwsGameSessionToUe(const GAMELIFT_GAMESESSION_INFO& GameSessionInfo)
{
FGL_GameSession Result;
if (GameSessionInfo.gameSessionId)
{
Result.GameSessionId = AWSSerializer::ASToFS(GameSessionInfo.gameSessionId);
}
if (GameSessionInfo.fleetId)
{
Result.FleetId = AWSSerializer::ASToFS(GameSessionInfo.fleetId);
}
if (GameSessionInfo.ipAddress)
{
Result.IpAddress = AWSSerializer::ASToFS(GameSessionInfo.ipAddress);
}
if (GameSessionInfo.dnsName)
{
Result.DnsName = AWSSerializer::ASToFS(GameSessionInfo.dnsName);
}
Result.Status = static_cast<EGL_GameSessionStatus>(GameSessionInfo.status);
Result.CurrentPlayerSessionCount = GameSessionInfo.currentPlayerSessionCount;
Result.MaximumPlayerSessionCount = GameSessionInfo.maximumPlayerSessionCount;
Result.Port = GameSessionInfo.port;
return Result;
}
FGL_GameSession AwsGameSessionToUe(GAMELIFT_GAMESESSION_INSTANCE_HANDLE GameSession)
{
FGL_GameSession Result;
GAMELIFT_GAMESESSION_INFO GameSessionInfo;
GameLiftGameSessionGetInfo(GameSession, &GameSessionInfo);
return AwsGameSessionToUe(GameSessionInfo);
}
FGL_PlayerSession AwsPlayerSessionToUe(GAMELIFT_PLAYERSESSION_INSTANCE_HANDLE PlayerSession)
{
FGL_PlayerSession Result;
GAMELIFT_PLAYERSESSION_INFO PlayerSessionInfo;
GameLiftPlayerSessionGetInfo(PlayerSession, &PlayerSessionInfo);
if (PlayerSessionInfo.dnsName)
{
Result.DnsName = AWSSerializer::ASToFS(PlayerSessionInfo.dnsName);
}
if (PlayerSessionInfo.fleetArn)
{
Result.FleetArn = AWSSerializer::ASToFS(PlayerSessionInfo.fleetArn);
}
if (PlayerSessionInfo.fleetId)
{
Result.FleetId = AWSSerializer::ASToFS(PlayerSessionInfo.fleetId);
}
if (PlayerSessionInfo.gameSessionId)
{
Result.GameSessionId = AWSSerializer::ASToFS(PlayerSessionInfo.gameSessionId);
}
if (PlayerSessionInfo.ipAddress)
{
Result.IpAddress = AWSSerializer::ASToFS(PlayerSessionInfo.ipAddress);
}
if (PlayerSessionInfo.playerData)
{
Result.PlayerData = AWSSerializer::ASToFS(PlayerSessionInfo.playerData);
}
if (PlayerSessionInfo.playerId)
{
Result.PlayerId = AWSSerializer::ASToFS(PlayerSessionInfo.playerId);
}
if (PlayerSessionInfo.playerSessionId)
{
Result.PlayerSessionId = AWSSerializer::ASToFS(PlayerSessionInfo.playerSessionId);
}
Result.Port = PlayerSessionInfo.port;
Result.Status = static_cast<EGL_PlayerSessionStatus>(PlayerSessionInfo.status);
return Result;
}
FGL_GameSession AwsGameSessionToUe(const Aws::GameLift::Model::GameSession& GameSessionIn)
{
FGL_GameSession Result;
if (GameSessionIn.GameSessionIdHasBeenSet())
{
Result.GameSessionId = AWSSerializer::ASToFS(GameSessionIn.GetGameSessionId().c_str());
}
if (GameSessionIn.FleetIdHasBeenSet())
{
Result.FleetId = AWSSerializer::ASToFS(GameSessionIn.GetFleetId().c_str());
}
if (GameSessionIn.CurrentPlayerSessionCountHasBeenSet())
{
Result.CurrentPlayerSessionCount = GameSessionIn.GetCurrentPlayerSessionCount();
}
if (GameSessionIn.MaximumPlayerSessionCountHasBeenSet())
{
Result.MaximumPlayerSessionCount = GameSessionIn.GetMaximumPlayerSessionCount();
}
if (GameSessionIn.StatusHasBeenSet())
{
Result.Status = static_cast<EGL_GameSessionStatus>(GameSessionIn.GetStatus());
}
if (GameSessionIn.IpAddressHasBeenSet())
{
Result.IpAddress = AWSSerializer::ASToFS(GameSessionIn.GetIpAddress().c_str());
}
if (GameSessionIn.DnsNameHasBeenSet())
{
Result.DnsName = AWSSerializer::ASToFS(GameSessionIn.GetDnsName().c_str());
}
if (GameSessionIn.PortHasBeenSet())
{
Result.Port = GameSessionIn.GetPort();
}
return Result;
}
FGL_PlayerSession AwsPlayerSessionToUe(const Aws::GameLift::Model::PlayerSession& PlayerSessionIn)
{
FGL_PlayerSession Result;
if (PlayerSessionIn.DnsNameHasBeenSet())
{
Result.DnsName = AWSSerializer::ASToFS(PlayerSessionIn.GetDnsName().c_str());
}
if (PlayerSessionIn.FleetArnHasBeenSet())
{
Result.FleetArn = AWSSerializer::ASToFS(PlayerSessionIn.GetFleetArn().c_str());
}
if (PlayerSessionIn.FleetIdHasBeenSet())
{
Result.FleetId = AWSSerializer::ASToFS(PlayerSessionIn.GetFleetId().c_str());
}
if (PlayerSessionIn.GameSessionIdHasBeenSet())
{
Result.GameSessionId = AWSSerializer::ASToFS(PlayerSessionIn.GetGameSessionId().c_str());
}
if (PlayerSessionIn.IpAddressHasBeenSet())
{
Result.IpAddress = AWSSerializer::ASToFS(PlayerSessionIn.GetIpAddress().c_str());
}
if (PlayerSessionIn.PlayerDataHasBeenSet())
{
Result.PlayerData = AWSSerializer::ASToFS(PlayerSessionIn.GetPlayerData().c_str());
}
if (PlayerSessionIn.PlayerIdHasBeenSet())
{
Result.PlayerId = AWSSerializer::ASToFS(PlayerSessionIn.GetPlayerId().c_str());
}
if (PlayerSessionIn.PlayerSessionIdHasBeenSet())
{
Result.PlayerSessionId = AWSSerializer::ASToFS(PlayerSessionIn.GetPlayerSessionId().c_str());
}
if (PlayerSessionIn.PortHasBeenSet())
{
Result.Port = PlayerSessionIn.GetPort();
}
if (PlayerSessionIn.StatusHasBeenSet())
{
Result.Status = static_cast<EGL_PlayerSessionStatus>(PlayerSessionIn.GetStatus());
}
return Result;
}
#endif
};

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// Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
#include "Serializer.h"
#if WITH_GAMELIFT_CLIENT
namespace AWSSerializer
{
std::string FSToStdS(const FString& String)
{
if (String.IsEmpty())
{
return {};
}
auto* Chars = StringCast<ANSICHAR>(*String).Get();
return std::string(Chars, strlen(Chars));
}
FString ASToFS(const char* String)
{
return FString(StringCast<TCHAR>(String).Get());
}
} // namespace AWSSerializer
#endif

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// Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
#include "UI/TestAnywhereMenuWidget.h"
#if WITH_GAMELIFT_CLIENT
#include "GameLiftClientSDK.h"
#include "GameLiftClientSDKModels.h"
#include <Kismet/GameplayStatics.h>
#endif
UTestAnywhereMenuWidget::UTestAnywhereMenuWidget(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
#if WITH_GAMELIFT_CLIENT
GameLiftSdkModule = &FModuleManager::LoadModuleChecked<FGameLiftClientSDKModule>(FName("GameLiftClientSDK"));
check(GameLiftSdkModule);
TryFetchCommandLineArguments();
if (!InputCredentialsName.IsEmpty())
{
GameLiftSdkModule->ConfigureClient(InputCredentialsName);
}
#endif
}
void UTestAnywhereMenuWidget::TryFetchCommandLineArguments()
{
FString ArgumentFleetId;
if (FParse::Value(FCommandLine::Get(), TEXT("glAnywhereClientFleetId="), ArgumentFleetId))
{
InputFleetId = ArgumentFleetId;
}
FString ArgumentCredentialsName;
if (FParse::Value(FCommandLine::Get(), TEXT("glAnywhereClientCredentialsName="), ArgumentCredentialsName))
{
InputCredentialsName = ArgumentCredentialsName;
}
FString ArgumentCustomLocation;
if (FParse::Value(FCommandLine::Get(), TEXT("glAnywhereClientCustomLocation="), ArgumentCustomLocation))
{
InputCustomLocation = ArgumentCustomLocation;
}
bool bArgumentFetched = !ArgumentCredentialsName.IsEmpty() && !ArgumentFleetId.IsEmpty() && !ArgumentCustomLocation.IsEmpty();
if (bArgumentFetched)
{
SetOutputMessage(FString::Printf(TEXT("Successfully loaded launch arguments!\n\nCredentials: %s\nFleet ID: %s\nLocation: %s"),
*ArgumentCredentialsName, *ArgumentFleetId, *ArgumentCustomLocation));
}
else
{
FString EmptyString(TEXT("<empty>"));
SetOutputMessage(FString::Printf(TEXT("Failed to load launch arguments!\n\nCredentials: %s\nFleet ID: %s\nLocation: %s"),
ArgumentCredentialsName.IsEmpty() ? *EmptyString : *ArgumentCredentialsName,
ArgumentFleetId.IsEmpty() ? *EmptyString : *ArgumentFleetId,
ArgumentCustomLocation.IsEmpty() ? *EmptyString : *ArgumentCustomLocation), true);
}
}
bool UTestAnywhereMenuWidget::ConnectToServer()
{
#if WITH_GAMELIFT_CLIENT
// Talk to Amazon GameLift to retrieve information to join your game server running on your Anywhere fleet.
if (!ConnectToAmazonGameLift())
{
// If the client cannot create a player session, it will not connect to the running game server.
return false;
}
const FString Options = "?PlayerSessionId=" + ServerPlayerSessionId + "?PlayerId=" + ServerPlayerId;
// This will connect to the server map.
FString LevelName = ServerIpAddress + ":" + ServerPort;
UGameplayStatics::OpenLevel(GetWorld(), FName(*LevelName), false, Options);
FString DisplayMessage = FString::Printf(TEXT("Successfully connected to a game session and created a player session!\n\n"));
DisplayMessage += FString::Printf(TEXT("Game Session ID: %s\n"), *ServerGameSessionId);
DisplayMessage += FString::Printf(TEXT("Player Session ID: %s\n"), *ServerPlayerSessionId);
DisplayMessage += FString::Printf(TEXT("Player ID: %s\n"), *ServerPlayerId);
DisplayMessage += FString::Printf(TEXT("Host: %s:%s\n\n"), *ServerIpAddress, *ServerPort);
DisplayMessage += FString::Printf(TEXT("Opening level: %s (Options: %s)"), *LevelName, *Options);
SetOutputMessage(DisplayMessage);
return true;
#else
return false;
#endif
}
bool UTestAnywhereMenuWidget::ConnectToAmazonGameLift()
{
// Find or create a new game session on your Anywhere fleet.
if (!FindGameSession())
{
if (!CreateGameSession(kMaximumPlayerSessionCount))
{
return false;
}
else
{
// A new game session will be in ACTIVATING state for a while. Wait 1 second to connect.
FPlatformProcess::Sleep(1);
}
}
// Create a new player session before joining the game server.
if (!CreatePlayerSession())
{
return false;
}
return true;
}
bool UTestAnywhereMenuWidget::FindGameSession()
{
#if WITH_GAMELIFT_CLIENT
check(GameLiftSdkModule);
if (!ServerGameSessionId.IsEmpty())
{
SetOutputMessage(FString::Printf(TEXT("Game session already started: %s"), *ServerGameSessionId));
return true;
}
FString ErrorMessage;
FString StatusFilter = TEXT("ACTIVE");
const TArray<FGL_GameSession>& GLGameSessionList = GameLiftSdkModule->DescribeGameSessions(InputFleetId, StatusFilter, ErrorMessage);
if (!ErrorMessage.IsEmpty())
{
SetOutputMessage(ErrorMessage, true);
return false;
}
for (const FGL_GameSession& GLGameSession: GLGameSessionList)
{
SetOutputMessage(FString::Printf(TEXT("Found game session: %s"), *(GLGameSession.ToString())));
// Use this game session if it is available.
if (GLGameSession.CurrentPlayerSessionCount < GLGameSession.MaximumPlayerSessionCount)
{
ServerGameSessionId = GLGameSession.GameSessionId;
ServerIpAddress = GLGameSession.IpAddress;
ServerPort = FString::FromInt(GLGameSession.Port);
return true;
}
}
#endif
return false;
}
bool UTestAnywhereMenuWidget::CreateGameSession(size_t InMaxPlayerCount)
{
#if WITH_GAMELIFT_CLIENT
check(GameLiftSdkModule);
if (!ServerGameSessionId.IsEmpty())
{
SetOutputMessage(FString::Printf(TEXT("Game session already started: %s"), *ServerGameSessionId));
return true;
}
FString ErrorMessage;
FGL_GameSession GLGameSession = GameLiftSdkModule->CreateGameSession(InMaxPlayerCount, InputFleetId, ErrorMessage, InputCustomLocation);
if (!ErrorMessage.IsEmpty())
{
SetOutputMessage(ErrorMessage, true);
return false;
}
SetOutputMessage(FString::Printf(TEXT("Successfully created new game session: %s"), *(GLGameSession.ToString())));
ServerGameSessionId = GLGameSession.GameSessionId;
ServerIpAddress = GLGameSession.IpAddress;
ServerPort = FString::FromInt(GLGameSession.Port);
return true;
#else
return false;
#endif
}
bool UTestAnywhereMenuWidget::CreatePlayerSession()
{
#if WITH_GAMELIFT_CLIENT
check(GameLiftSdkModule);
if (ServerGameSessionId.IsEmpty())
{
SetOutputMessage("Game session is empty!", true);
return false;
}
FString ErorrMessage;
const FString PlayerData = TEXT("TestAnywhere_PlayerData");
ServerPlayerId = TEXT("TestAnywhere_Player_") + FString::FromInt(FMath::RandRange(0, kMaximumPlayerSessionCount * 100));
FGL_PlayerSession PlayerSession = GameLiftSdkModule->CreatePlayerSession(ServerGameSessionId, PlayerData, ServerPlayerId, ErorrMessage);
if (!ErorrMessage.IsEmpty())
{
SetOutputMessage(ErorrMessage, true);
return false;
}
SetOutputMessage(FString::Printf(TEXT("Successfully created player session: %s"), *(PlayerSession.ToString())));
ServerPlayerSessionId = PlayerSession.PlayerSessionId;
return true;
#else
return false;
#endif
}
void UTestAnywhereMenuWidget::SetOutputMessage(const FString& InMessage, bool bIsError)
{
#if WITH_GAMELIFT_CLIENT
LogOutputText = FText::FromString(!bIsError ? InMessage : FString("[Error]\n" + InMessage));
LogOutputColor = !bIsError ? FLinearColor::White : FLinearColor::Red;
#endif
}

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// Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
#include "UI/TestCloudDeploymentMenuWidget.h"
#include "WebBrowser.h"
#include "WebBrowserModule.h"
#include "IWebBrowserSingleton.h"
#include "IWebBrowserCookieManager.h"
#include "Json.h"
#include "JsonUtilities.h"
#include "Kismet/GameplayStatics.h"
#include "GameFramework/Actor.h"
#if WITH_GAMELIFT_CLIENT
#include "aws/gamelift/authentication/exports.h"
#include "aws/gamelift/core/errors.h"
#endif
DEFINE_LOG_CATEGORY(TestCloudDeployment);
static FString sGlobalLoggerError;
UTestCloudDeploymentMenuWidget::UTestCloudDeploymentMenuWidget(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
Http = &FHttpModule::Get();
ApiGatewayEndpoint = FString::Printf(TEXT("https://%s.execute-api.%s.amazonaws.com/%s"), TEXT("apigatewayid"), TEXT("region"), TEXT("stage"));
GetGameConnectionURI = TEXT("/get_game_connection");
GetGameConnectionRetryDelayMs = 3000; // wait for 3 sec before the next attempt to get game connection info when matchmaking is in porgress
MatchmakingTimeoutInSecondsParameter = 60; // must match to CFN parameter with the same name
MatchmakingIsTimedOut = false;
StartSessionURI = TEXT("/start_game");
SignupUrl = TEXT("");
CallbackUrl = TEXT("https://aws.amazon.com/");
ConfigFilePath = TEXT("CloudFormation/awsGameLiftClientConfig.yml");
MatchmakingInProgress = false;
}
void UTestCloudDeploymentMenuWidget::NativeConstruct()
{
Super::NativeConstruct();
}
bool UTestCloudDeploymentMenuWidget::OnLoginClicked()
{
if (!MatchmakingInProgress)
{
int result = AuthAndGetToken();
if (result != 0)
{
LatestError = TEXT("Authorization failed");
UE_LOG(TestCloudDeployment, Error, TEXT("%s for user '%s'"), *LatestError, *Username);
return false;
}
EstablishGameConnection();
}
return true;
}
int UTestCloudDeploymentMenuWidget::OnSignupClicked()
{
#if WITH_GAMELIFT_CLIENT
auto SessionLogger = [](unsigned int InLevel, const char* InMessage, int InSize)
{
if (InLevel == GameLift::Logger::Level::Error)
{
sGlobalLoggerError = InMessage;
}
UE_LOG(TestCloudDeployment, Log, TEXT("Session manager logger: %s"), UTF8_TO_TCHAR(InMessage));
};
auto configFileFullPath = FPaths::ConvertRelativePathToFull(FPaths::Combine(FPaths::ProjectContentDir(), ConfigFilePath));
auto sessionManagerHandle = GameLiftSessionManagerInstanceCreate(StringCast<ANSICHAR>(*configFileFullPath).Get(), SessionLogger);
auto cb = [](DISPATCH_RECEIVER_HANDLE dispatchReceiver, const char* charPtr)
{
*(static_cast<FString*>(dispatchReceiver)) = charPtr;
};
const std::string& _Username = StringCast<ANSICHAR>(*Username).Get();
const std::string& _Password = StringCast<ANSICHAR>(*Password).Get();
auto result = GameLiftSignUpByUsernamePassword(sessionManagerHandle, _Username.c_str(), _Password.c_str());
if (result != 0)
{
LatestError = TEXT("SignUp failed");
UE_LOG(TestCloudDeployment, Error, TEXT("%s for user '%s'"), *LatestError, *Username);
}
GameLiftSessionManagerInstanceRelease(sessionManagerHandle);
return result;
#else
return 0;
#endif
}
int UTestCloudDeploymentMenuWidget::OnConfirmSignupClicked()
{
#if WITH_GAMELIFT_CLIENT
auto SessionLogger = [](unsigned int InLevel, const char* InMessage, int InSize)
{
if (InLevel == GameLift::Logger::Level::Error)
{
sGlobalLoggerError = InMessage;
}
UE_LOG(TestCloudDeployment, Log, TEXT("Session manager logger: %s"), UTF8_TO_TCHAR(InMessage));
};
auto ConfigFileFullPath = FPaths::ConvertRelativePathToFull(FPaths::Combine(FPaths::ProjectContentDir(), ConfigFilePath));
if (!FPaths::FileExists(ConfigFileFullPath))
{
LatestError = FString::Printf(TEXT("A config file is not found, make sure to setup it at: %s"), *ConfigFileFullPath);
return GameLift::GAMELIFT_ERROR_GENERAL;
}
auto sessionManagerHandle = GameLiftSessionManagerInstanceCreate(StringCast<ANSICHAR>(*ConfigFileFullPath).Get(), SessionLogger);
auto cb = [](DISPATCH_RECEIVER_HANDLE dispatchReceiver, const char* charPtr)
{
*(static_cast<FString*>(dispatchReceiver)) = charPtr;
};
const std::string& _Username = StringCast<ANSICHAR>(*Username).Get();
const std::string& _VerificationCode = StringCast<ANSICHAR>(*VerificationCode).Get();
auto result = GameLiftConfirmSignUpByUsernameCode(sessionManagerHandle, _Username.c_str(), _VerificationCode.c_str());
if (result != 0)
{
LatestError = TEXT("Confirm SignUp failed");
UE_LOG(TestCloudDeployment, Error, TEXT("%s for user '%s'"), *LatestError, *Username);
}
GameLiftSessionManagerInstanceRelease(sessionManagerHandle);
return result;
#else
return 0;
#endif
}
FString UTestCloudDeploymentMenuWidget::GetLatestError()
{
if (!LatestError.IsEmpty())
{
return FString::Printf(TEXT("Error: %s\n%s"), *LatestError, *sGlobalLoggerError);
}
return FString();
}
int UTestCloudDeploymentMenuWidget::AuthAndGetToken()
{
#if WITH_GAMELIFT_CLIENT
auto sessionLogger = [](unsigned int InLevel, const char* InMessage, int InSize)
{
if (InLevel == GameLift::Logger::Level::Error)
{
sGlobalLoggerError = InMessage;
}
UE_LOG(TestCloudDeployment, Log, TEXT("Session manager logger: %s"), UTF8_TO_TCHAR(InMessage));
};
auto ConfigFileFullPath = FPaths::ConvertRelativePathToFull(FPaths::Combine(FPaths::ProjectContentDir(), ConfigFilePath));
if (!FPaths::FileExists(ConfigFileFullPath))
{
LatestError = FString::Printf(TEXT("A config file is not found, make sure to setup it at: %s"), *ConfigFileFullPath);
return GameLift::GAMELIFT_ERROR_GENERAL;
}
auto SessionManagerHandle = GameLiftSessionManagerInstanceCreate(StringCast<ANSICHAR>(*ConfigFileFullPath).Get(), sessionLogger);
auto CallbackFunc = [](DISPATCH_RECEIVER_HANDLE InDispatchReceiver, const char* InCharPtr)
{
*(static_cast<FString *>(InDispatchReceiver)) = InCharPtr;
};
const std::string& _Username = StringCast<ANSICHAR>(*Username).Get();
const std::string& _Password = StringCast<ANSICHAR>(*Password).Get();
auto result = GameLiftAuthByUsernamePassword(SessionManagerHandle, _Username.c_str(), _Password.c_str());
if (result == GameLift::GAMELIFT_SUCCESS)
{
GameLiftGetTokenId(SessionManagerHandle, &IdToken, CallbackFunc);
if (GameLiftSessionManagerAreSettingsLoaded(SessionManagerHandle, GameLift::FeatureType::Identity))
{
result = GameLiftGetIdentityApiGatewayURL(SessionManagerHandle, &ApiGatewayEndpoint, CallbackFunc);
}
}
GameLiftSessionManagerInstanceRelease(SessionManagerHandle);
if (result != GameLift::GAMELIFT_SUCCESS)
{
return result;
}
if (ApiGatewayEndpoint.IsEmpty() || IdToken.IsEmpty())
{
return GameLift::GAMELIFT_ERROR_NO_ID_TOKEN;
}
return result;
#else
return 0;
#endif
}
bool UTestCloudDeploymentMenuWidget::OpenLevel(const FString& IpAddress, const FString& Port, const FString& Options)
{
#if WITH_GAMELIFT_CLIENT
UE_LOG(TestCloudDeployment, Log, TEXT("OpenLevel: IpAddress '%s', Port '%s', Options '%s'"), *(IpAddress), *(Port), *(Options));
if (!IpAddress.IsEmpty() && !Port.IsEmpty())
{
FString LevelName = IpAddress + ":" + Port;
UGameplayStatics::OpenLevel(GetWorld(), FName(*LevelName), false, Options);
return true;
}
return false;
#else
return true;
#endif
}
void UTestCloudDeploymentMenuWidget::EstablishGameConnection()
{
#if WITH_GAMELIFT_CLIENT
TSharedRef<IHttpRequest, ESPMode::ThreadSafe> GameConnectionRequest = Http->CreateRequest();
GameConnectionRequest->SetVerb("POST");
GameConnectionRequest->SetURL(ApiGatewayEndpoint + GetGameConnectionURI);
GameConnectionRequest->SetHeader("Content-Type", "application/json");
GameConnectionRequest->SetHeader("Auth", IdToken);
GameConnectionRequest->OnProcessRequestComplete().BindUObject(this, &UTestCloudDeploymentMenuWidget::OnGetGameConnectionResponse);
GameConnectionRequest->ProcessRequest();
#endif
}
void UTestCloudDeploymentMenuWidget::OnGetGameConnectionResponse(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
{
#if WITH_GAMELIFT_CLIENT
if (bWasSuccessful)
{
auto& WorldTimerManager = GetWorld()->GetTimerManager();
auto PollReset = [this, &WorldTimerManager]()
{
WorldTimerManager.ClearTimer(PollGameConnectionHandle);
WorldTimerManager.ClearTimer(PollGameConnectionEndHandle);
MatchmakingInProgress = false;
MatchmakingIsTimedOut = false;
};
auto ResponseCode = static_cast<ServerHttpStatusCode>(Response->GetResponseCode());
if (ResponseCode == ServerHttpStatusCode::GetGameConnection_Ready)
{
TSharedPtr<FJsonObject> JsonObject;
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(Response->GetContentAsString());
if (FJsonSerializer::Deserialize(Reader, JsonObject))
{
FString IpAddress = JsonObject->GetStringField("IpAddress");
FString Port = JsonObject->GetStringField("Port");
const FString& PlayerSessionId = JsonObject->GetStringField("PlayerSessionId");
const FString& PlayerId = JsonObject->GetStringField("PlayerId");
const FString& Options = "?PlayerSessionId=" + PlayerSessionId + "?PlayerId=" + PlayerId;
UE_LOG(TestCloudDeployment, Log, TEXT("Game connection: GameSessionArn '%s', PlayerSessionId '%s', PlayerId '%s'"), *(JsonObject->GetStringField("GameSessionArn")), *PlayerSessionId, *PlayerId);
if (MatchmakingInProgress)
{
PollReset();
}
OpenLevel(IpAddress, Port, Options);
}
}
else if (ResponseCode == ServerHttpStatusCode::GetGameConnection_NotFound)
{
UE_LOG(TestCloudDeployment, Log, TEXT("No game is found, starting new game..."));
StartGame(IdToken);
}
else if (ResponseCode == ServerHttpStatusCode::GetGameConnection_MatchmakingInProgress)
{
UE_LOG(TestCloudDeployment, Log, TEXT("Wating for the other players to join the game..."));
if (!MatchmakingInProgress)
{
MatchmakingInProgress = true;
MatchmakingIsTimedOut = false;
WorldTimerManager.SetTimer(PollGameConnectionHandle, this, &UTestCloudDeploymentMenuWidget::PollGameConnection, GetGameConnectionRetryDelayMs / 1000.0f, true);
WorldTimerManager.SetTimer(PollGameConnectionEndHandle, this, &UTestCloudDeploymentMenuWidget::PollGameConnectionEnd, (float)MatchmakingTimeoutInSecondsParameter, false);
}
else
{
if (MatchmakingIsTimedOut)
{
PollReset();
LatestError = TEXT("Game connection is timed out. Try to connect again later");
UE_LOG(TestCloudDeployment, Error, TEXT("%s"), *LatestError);
}
}
}
else if (ResponseCode == ServerHttpStatusCode::GetGameConnection_NoServerError)
{
LatestError = TEXT("Server is not deployed, please use another deployment scenario");
UE_LOG(TestCloudDeployment, Error, TEXT("%s. Error code: %d"), *LatestError, ResponseCode);
}
else
{
LatestError = TEXT("Failed to get game connection");
UE_LOG(TestCloudDeployment, Error, TEXT("%s. Error code: %d"), *LatestError, ResponseCode);
if (MatchmakingInProgress)
{
PollReset();
}
}
}
#endif
}
void UTestCloudDeploymentMenuWidget::PollGameConnection()
{
#if WITH_GAMELIFT_CLIENT
EstablishGameConnection();
#endif
}
void UTestCloudDeploymentMenuWidget::PollGameConnectionEnd()
{
#if WITH_GAMELIFT_CLIENT
MatchmakingIsTimedOut = true;
UE_LOG(TestCloudDeployment, Log, TEXT("Game connection timed out is reached"));
#endif
}
void UTestCloudDeploymentMenuWidget::StartGame(FString InIdToken)
{
#if WITH_GAMELIFT_CLIENT
FString UsedToken = ( IdToken.IsEmpty() ? InIdToken : IdToken );
TSharedRef<IHttpRequest, ESPMode::ThreadSafe> StartSessionHttpRequest = Http->CreateRequest();
StartSessionHttpRequest->SetVerb("POST");
StartSessionHttpRequest->SetURL(ApiGatewayEndpoint + StartSessionURI);
StartSessionHttpRequest->SetHeader("Content-Type", "application/json");
StartSessionHttpRequest->SetHeader("Auth", UsedToken);
StartSessionHttpRequest->OnProcessRequestComplete().BindUObject(this, &UTestCloudDeploymentMenuWidget::OnStartGameResponse);
StartSessionHttpRequest->ProcessRequest();
#endif
}
void UTestCloudDeploymentMenuWidget::OnStartGameResponse(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
{
#if WITH_GAMELIFT_CLIENT
if (bWasSuccessful)
{
auto responseCode = static_cast<ServerHttpStatusCode>(Response->GetResponseCode());
if (responseCode == ServerHttpStatusCode::StartGame_Accepted)
{
UE_LOG(TestCloudDeployment, Log, TEXT("Game was started successfully, establishing game connection..."));
EstablishGameConnection();
}
else if (responseCode == ServerHttpStatusCode::StartGame_Conflict)
{
LatestError = TEXT("Another game request is being processed now");
UE_LOG(TestCloudDeployment, Error, TEXT("%s"), *LatestError);
}
else
{
LatestError = TEXT("Starting game request failed");
UE_LOG(TestCloudDeployment, Error, TEXT("%s with code '%d'"), *LatestError, responseCode);
}
}
#endif
}

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// Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include "Modules/ModuleManager.h"
#include "GameLiftClientSDKModels.h"
class FGameLiftClientSDKModule : public IModuleInterface
{
public:
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
virtual bool ConfigureClient(const FString& CredentialsName);
virtual FGL_GameSession CreateGameSession(size_t MaximumPlayerCount, const FString& FleetId, FString& ErrorMsg, const FString& CustomLocation = TEXT(""), const FString& EndPoint = TEXT(""));
virtual TArray<FGL_GameSession> DescribeGameSessions(const FString& FleetId, const FString& StatusFilter, FString& ErrorMsg, const FString& EndPoint = TEXT(""));
virtual FGL_PlayerSession CreatePlayerSession(const FString& GameSessionId, const FString& PlayerData, const FString& PlayerId, FString& ErrorMsg, const FString& EndPoint = TEXT(""));
private:
void* GameLiftClientHandle;
};

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// Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include "CoreMinimal.h"
#if WITH_GAMELIFT_CLIENT
#include <aws/gamelift/core/exports.h>
#endif
#include "GameLiftClientSDKModels.generated.h"
UENUM(BlueprintType)
enum class EGL_GameSessionStatus : uint8 {
NOT_SET UMETA(DisplayName = "Not Set"),
ACTIVE UMETA(DisplayName = "Active"),
ACTIVATING UMETA(DisplayName = "Activating"),
TERMINATED UMETA(DisplayName = "Terminated"),
TERMINATING UMETA(DisplayName = "Terminating"),
ERROR_ UMETA(DisplayName = "Error"),
};
UENUM(BlueprintType)
enum class EGL_PlayerSessionStatus : uint8
{
NOT_SET UMETA(DisplayName = "Not Set"),
RESERVED UMETA(DisplayName = "Reserved"),
ACTIVE UMETA(DisplayName = "Active"),
COMPLETED UMETA(DisplayName = "Completed"),
TIMEDOUT UMETA(DisplayName = "Timedout")
};
USTRUCT(BlueprintType)
struct FGL_GameSession
{
GENERATED_BODY()
UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
FString GameSessionId;
UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
FString FleetId;
UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
int CurrentPlayerSessionCount = 0;
UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
int MaximumPlayerSessionCount = 0;
UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
EGL_GameSessionStatus Status = EGL_GameSessionStatus::NOT_SET;
UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
FString IpAddress;
UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
FString DnsName;
UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
int Port = 0;
FString ToString() const
{
return FString::Printf(TEXT("GameSessionId: %s,\nFleetId: %s,\nMaximumPlayerSesssionCount: %s,\nStatus: %s,\nIpAddress: %s,\nDnsName: %s,\nPort: %s\n"),
*GameSessionId, *FleetId, *FString::FromInt(MaximumPlayerSessionCount), *StaticEnum<EGL_GameSessionStatus>()->GetValueAsString(Status), *IpAddress, *DnsName, *FString::FromInt(Port));
}
};
USTRUCT(BlueprintType)
struct FGL_PlayerSession
{
GENERATED_BODY()
UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
FString DnsName;
UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
FString FleetArn;
UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
FString FleetId;
UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
FString GameSessionId;
UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
FString IpAddress;
UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
FString PlayerData;
UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
FString PlayerId;
UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
FString PlayerSessionId;
UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
int Port = 0;
UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
EGL_PlayerSessionStatus Status = EGL_PlayerSessionStatus::NOT_SET;
FString ToString() const
{
return FString::Printf(TEXT("DnsName: %s,\nFleetArn: %s,\nFleetId: %s,\nGameSessionId: %s,\nIpAddress: %s,\nPlayerData: %s,\nPlayerId: %s,\nPlayerSesssionId: %s,\nPort: %s,\nPlayerStatus: %s,\n"),
*DnsName, *FleetArn, *FleetId, *GameSessionId, *IpAddress, *PlayerData, *PlayerId, *PlayerSessionId, *FString::FromInt(Port), *StaticEnum<EGL_PlayerSessionStatus>()->GetValueAsString(Status));
}
};
namespace GL_Utils
{
#if WITH_GAMELIFT_CLIENT
FGL_GameSession AwsGameSessionToUe(GAMELIFT_GAMESESSION_INSTANCE_HANDLE GameSession);
FGL_GameSession AwsGameSessionToUe(const GAMELIFT_GAMESESSION_INFO& GameSessionInfo);
FGL_PlayerSession AwsPlayerSessionToUe(GAMELIFT_PLAYERSESSION_INSTANCE_HANDLE PlayerSession);
#endif
} // namespace GL_Utils

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// Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
#pragma once
#if WITH_GAMELIFT_CLIENT
#include <string>
#include <Containers/StringConv.h>
namespace AWSSerializer
{
std::string FSToStdS(const FString& String);
FString ASToFS(const char* String);
}
#endif

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// Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "Styling/SlateColor.h"
#include "TestAnywhereMenuWidget.generated.h"
class FGameLiftClientSDKModule;
// This is a sample game mode that you can use the test the GameLift Anywhere workflow in the plugin.
// It simulates the process of talking to Amazon GameLift and retrieve info needed to connect to a running game server.
UCLASS()
class UTestAnywhereMenuWidget : public UUserWidget
{
GENERATED_BODY()
public:
UTestAnywhereMenuWidget(const FObjectInitializer& ObjectInitializer);
UFUNCTION(BlueprintCallable)
bool ConnectToServer();
public:
UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
FText LogOutputText;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
FSlateColor LogOutputColor;
private:
// This function will fetch command line arguments which are provided when launching the client build in the plugin's Anywhere page.
void TryFetchCommandLineArguments();
// Communicate with Amazon GameLift for game session (e.g. IP address) and player session information.
// Return true if the client can create a player session and ready to connect to the running game server.
bool ConnectToAmazonGameLift();
// These functions simulate the process of finding, creating game session, and creating player session.
bool FindGameSession();
bool CreateGameSession(size_t InMaxPlayerCount);
bool CreatePlayerSession();
void SetOutputMessage(const FString& InMessage, bool bIsError = false);
private:
FGameLiftClientSDKModule* GameLiftSdkModule = nullptr;
// Test inputs
FString InputFleetId;
FString InputCredentialsName;
FString InputCustomLocation;
// Test outputs
FString ServerIpAddress;
FString ServerPort;
FString ServerGameSessionId;
FString ServerPlayerId;
FString ServerPlayerSessionId;
const size_t kMaximumPlayerSessionCount = 10;
};

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// Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include "Http.h"
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "Engine/EngineTypes.h"
#include "TestCloudDeploymentMenuWidget.generated.h"
DECLARE_LOG_CATEGORY_EXTERN(TestCloudDeployment, Log, All);
enum class ServerHttpStatusCode : int32
{
// start_game API codes
// 202 (Accepted) if the matchmaking request is accepted and is now being processed
StartGame_Accepted = 202,
// 409 (Conflict) if the another matchmaking request is in progress
StartGame_Conflict = 409,
// 500 (Internal Error) if error occurred when processing the matchmaking request
StartGame_InternalError = 500,
// get_game_connection API codes
// 200 (OK) if the game connection is ready, along with server info: "IpAddress", "Port", "DnsName", "PlayerSessionId", "PlayerId"
GetGameConnection_Ready = 200,
// 204 (No Content) if the requested game is still in progress of matchmaking
GetGameConnection_MatchmakingInProgress = 204,
// 404 (Not Found) if no game has been started by the player, or if all started game were expired
GetGameConnection_NotFound = 404,
// 500 (Internal Error) if errors occurred during matchmaking or placement
GetGameConnection_InternalError = 500,
// 501 (No Server Deployed) if no server has been delpoyed
GetGameConnection_NoServerError = 501,
};
class UWebBrowser;
/**
*
*/
UCLASS()
class UTestCloudDeploymentMenuWidget : public UUserWidget
{
GENERATED_BODY()
public:
UTestCloudDeploymentMenuWidget(const FObjectInitializer& ObjectInitializer);
UFUNCTION(BlueprintCallable)
bool OnLoginClicked();
UFUNCTION(BlueprintCallable)
int OnSignupClicked();
UFUNCTION(BlueprintCallable)
int OnConfirmSignupClicked();
UFUNCTION(BlueprintCallable)
FString GetLatestError();
UPROPERTY(EditAnywhere)
FString ApiGatewayEndpoint;
UPROPERTY(EditAnywhere)
FString GetGameConnectionURI;
UPROPERTY(EditAnywhere)
int GetGameConnectionRetryDelayMs;
UPROPERTY(EditAnywhere)
uint32 MatchmakingTimeoutInSecondsParameter;
UPROPERTY(EditAnywhere)
FString StartSessionURI;
UPROPERTY(EditAnywhere)
FString SignupUrl;
UPROPERTY(EditAnywhere)
FString CallbackUrl;
UPROPERTY(BlueprintReadWrite)
FString Username;
UPROPERTY(BlueprintReadWrite)
FString Password;
UPROPERTY(BlueprintReadWrite)
FString VerificationCode;
UPROPERTY(EditAnywhere)
FString ConfigFilePath;
UPROPERTY()
UWebBrowser* WebBrowser;
UPROPERTY()
FTimerHandle PollGameConnectionHandle;
UPROPERTY()
FTimerHandle PollGameConnectionEndHandle;
protected:
virtual void NativeConstruct() override;
private:
void PollGameConnection();
void PollGameConnectionEnd();
FHttpModule* Http;
int AuthAndGetToken();
void EstablishGameConnection();
void OnGetGameConnectionResponse(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
void StartGame(FString idt);
void OnStartGameResponse(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
bool OpenLevel(const FString& IpAddress, const FString& Port, const FString& Options);
FString IdToken;
bool MatchmakingInProgress;
TAtomic<bool> MatchmakingIsTimedOut;
FString LatestError;
};