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