Lesson 35 - Get Compute Auth Token Working
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// Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
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// SPDX-License-Identifier: Apache-2.0
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#pragma once
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#include "CoreMinimal.h"
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#if WITH_GAMELIFT_CLIENT
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#include <aws/gamelift/core/exports.h>
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#endif
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#include "GameLiftClientSDKModels.generated.h"
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UENUM(BlueprintType)
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enum class EGL_GameSessionStatus : uint8 {
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NOT_SET UMETA(DisplayName = "Not Set"),
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ACTIVE UMETA(DisplayName = "Active"),
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ACTIVATING UMETA(DisplayName = "Activating"),
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TERMINATED UMETA(DisplayName = "Terminated"),
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TERMINATING UMETA(DisplayName = "Terminating"),
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ERROR_ UMETA(DisplayName = "Error"),
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};
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UENUM(BlueprintType)
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enum class EGL_PlayerSessionStatus : uint8
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{
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NOT_SET UMETA(DisplayName = "Not Set"),
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RESERVED UMETA(DisplayName = "Reserved"),
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ACTIVE UMETA(DisplayName = "Active"),
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COMPLETED UMETA(DisplayName = "Completed"),
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TIMEDOUT UMETA(DisplayName = "Timedout")
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};
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USTRUCT(BlueprintType)
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struct FGL_GameSession
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{
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GENERATED_BODY()
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UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
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FString GameSessionId;
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UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
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FString FleetId;
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UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
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int CurrentPlayerSessionCount = 0;
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UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
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int MaximumPlayerSessionCount = 0;
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UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
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EGL_GameSessionStatus Status = EGL_GameSessionStatus::NOT_SET;
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UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
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FString IpAddress;
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UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
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FString DnsName;
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UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
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int Port = 0;
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FString ToString() const
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{
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return FString::Printf(TEXT("GameSessionId: %s,\nFleetId: %s,\nMaximumPlayerSesssionCount: %s,\nStatus: %s,\nIpAddress: %s,\nDnsName: %s,\nPort: %s\n"),
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*GameSessionId, *FleetId, *FString::FromInt(MaximumPlayerSessionCount), *StaticEnum<EGL_GameSessionStatus>()->GetValueAsString(Status), *IpAddress, *DnsName, *FString::FromInt(Port));
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}
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};
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USTRUCT(BlueprintType)
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struct FGL_PlayerSession
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{
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GENERATED_BODY()
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UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
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FString DnsName;
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UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
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FString FleetArn;
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UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
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FString FleetId;
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UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
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FString GameSessionId;
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UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
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FString IpAddress;
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UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
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FString PlayerData;
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UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
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FString PlayerId;
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UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
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FString PlayerSessionId;
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UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
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int Port = 0;
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UPROPERTY(Category = "GameLiftClient", BlueprintReadOnly)
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EGL_PlayerSessionStatus Status = EGL_PlayerSessionStatus::NOT_SET;
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FString ToString() const
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{
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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"),
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*DnsName, *FleetArn, *FleetId, *GameSessionId, *IpAddress, *PlayerData, *PlayerId, *PlayerSessionId, *FString::FromInt(Port), *StaticEnum<EGL_PlayerSessionStatus>()->GetValueAsString(Status));
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}
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};
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namespace GL_Utils
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{
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#if WITH_GAMELIFT_CLIENT
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FGL_GameSession AwsGameSessionToUe(GAMELIFT_GAMESESSION_INSTANCE_HANDLE GameSession);
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FGL_GameSession AwsGameSessionToUe(const GAMELIFT_GAMESESSION_INFO& GameSessionInfo);
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FGL_PlayerSession AwsPlayerSessionToUe(GAMELIFT_PLAYERSESSION_INSTANCE_HANDLE PlayerSession);
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#endif
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} // namespace GL_Utils
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