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