Lesson 76 - Parsing the Game Session Response
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@@ -1,6 +1,11 @@
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#include "UI/HTTP/HTTPRequestTypes.h"
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#include "DedicatedServers/DedicatedServers.h"
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namespace HTTPStatusMessages
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{
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const FString SomethingWentWrong{TEXT("Something went wrong...")};
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}
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void FDSMetaData::Dump() const
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{
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UE_LOGFMT(LogDedicatedServers, Log, "MetaData:");
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@@ -21,6 +26,39 @@ void FDSListFleetsResponse::Dump() const
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if (!NextToken.IsEmpty())
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{
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UE_LOGFMT(LogDedicatedServers, Log, "NextToken: {NextToken}", NextToken);
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UE_LOGFMT(LogDedicatedServers, Log, "NextToken: {NextToken}", *NextToken);
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}
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}
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void FDSGameSession::Dump() const
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{
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UE_LOGFMT(LogDedicatedServers, Log, "GameSession:");
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UE_LOGFMT(LogDedicatedServers, Log, "GameSessionId: {GameSessionId}", *GameSessionId);
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UE_LOGFMT(LogDedicatedServers, Log, " Name: {Name}", *Name);
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UE_LOGFMT(LogDedicatedServers, Log, " FleetArn: {FleetArn}", *FleetArn);
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UE_LOGFMT(LogDedicatedServers, Log, " CreationTime: {CreationTime}", CreationTime); // need to write a conversion function
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UE_LOGFMT(LogDedicatedServers, Log, " TerminationTime: {TerminationTime}", TerminationTime); // need to write a conversion function
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UE_LOGFMT(LogDedicatedServers, Log, " CurrentPlayerSessionCount: {CurrentPlayerSessionCount}", CurrentPlayerSessionCount);
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UE_LOGFMT(LogDedicatedServers, Log, " MaximumPlayerSessionCount: {MaximumPlayerSessionCount}", MaximumPlayerSessionCount);
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UE_LOGFMT(LogDedicatedServers, Log, " Status: {Status}", *Status);
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UE_LOGFMT(LogDedicatedServers, Log, " StatusReason: {StatusReason}", *StatusReason);
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UE_LOGFMT(LogDedicatedServers, Log, " GameProperties:");
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for (const TTuple<FString, FString> GameProperty : GameProperties)
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{
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UE_LOGFMT(LogDedicatedServers, Log, " {Key} : {Value}", *GameProperty.Key, *GameProperty.Value);
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}
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UE_LOGFMT(LogDedicatedServers, Log, " IpAddress: {IpAddress}", *IpAddress);
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UE_LOGFMT(LogDedicatedServers, Log, " DnsName: {DnsName}", *DnsName);
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UE_LOGFMT(LogDedicatedServers, Log, " Port: {Port}", Port);
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UE_LOGFMT(LogDedicatedServers, Log, " PlayerSessionCreationPolicy: {PlayerSessionCreationPolicy}", *PlayerSessionCreationPolicy);
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UE_LOGFMT(LogDedicatedServers, Log, " CreatorId: {CreatorId}", *CreatorId);
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UE_LOGFMT(LogDedicatedServers, Log, " GameSessionData: {GameSessionData}", *GameSessionData);
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UE_LOGFMT(LogDedicatedServers, Log, " MatchmakerData: {MatchmakerData}", *MatchmakerData);
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UE_LOGFMT(LogDedicatedServers, Log, " Location: {Location}", *Location);
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UE_LOGFMT(LogDedicatedServers, Log, " ComputeName: {ComputeName}", *ComputeName);
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UE_LOGFMT(LogDedicatedServers, Log, " PlayerGatewayStatus: {PlayerGatewayStatus}", *PlayerGatewayStatus);
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}
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@@ -4,12 +4,15 @@
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#include "UI/Portal/PortalManager.h"
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#include "HttpModule.h"
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#include "JsonObjectConverter.h"
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#include "Data/API/APIData.h"
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#include "GameplayTags/DedicatedServerTags.h"
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#include "Interfaces/IHttpResponse.h"
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#include "UI/HTTP/HTTPRequestTypes.h"
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void UPortalManager::JoinGameSession()
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{
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BroadcastJoinGameSessionMessage.Broadcast(TEXT("Searching for Game Session..."));
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BroadcastJoinGameSessionMessage.Broadcast(TEXT("Searching for Game Session..."), false);
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check(APIData);
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@@ -28,4 +31,42 @@ void UPortalManager::FindOrCreateGameSession_Response(FHttpRequestPtr Request, F
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bool bWasSuccessful)
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{
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Find or Create Game Session Response Received"));
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if (!bWasSuccessful)
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{
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BroadcastJoinGameSessionMessage.Broadcast(HTTPStatusMessages::SomethingWentWrong, true);
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}
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TSharedPtr<FJsonObject> JsonObject;
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TSharedRef<TJsonReader<>> JsonReader = TJsonReaderFactory<>::Create(Response->GetContentAsString());
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if (FJsonSerializer::Deserialize(JsonReader, JsonObject))
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{
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if (ContainsErrors(JsonObject))
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{
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BroadcastJoinGameSessionMessage.Broadcast(HTTPStatusMessages::SomethingWentWrong, true);
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}
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DumpMetadata(JsonObject);
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if (JsonObject->HasField(TEXT("GameProperties")))
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{
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auto PropertiesArray = JsonObject->GetArrayField(TEXT("GameProperties"));
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TSharedPtr<FJsonObject> FlatMapJson = MakeShareable(new FJsonObject);
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for (auto& PropJson : PropertiesArray)
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{
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auto PropObj = PropJson->AsObject();
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FString Key = PropObj->GetStringField(TEXT("Key"));
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FString Value = PropObj->GetStringField(TEXT("Value"));
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FlatMapJson->SetStringField(Key, Value);
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}
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// Replace the array with a flat map field
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JsonObject->SetObjectField(TEXT("GameProperties"), FlatMapJson);
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}
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FDSGameSession GameSession;
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FJsonObjectConverter::JsonObjectToUStruct(JsonObject.ToSharedRef(), &GameSession);
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GameSession.Dump();
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BroadcastJoinGameSessionMessage.Broadcast(TEXT("Found Game Session."), false);
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}
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}
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@@ -30,8 +30,14 @@ void USignInOverlay::OnJoinGameButtonClicked()
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JoinGameWidget->Button_JoinGame->SetIsEnabled(false);
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}
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void USignInOverlay::UpdateJoinGameStatusMessage(const FString& StatusMessage)
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void USignInOverlay::UpdateJoinGameStatusMessage(const FString& StatusMessage, const bool bShouldResetJoinGameButton)
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{
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check(IsValid(JoinGameWidget));
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check(IsValid(JoinGameWidget->Button_JoinGame));
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JoinGameWidget->SetStatusMessage(StatusMessage);
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if (bShouldResetJoinGameButton)
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{
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JoinGameWidget->Button_JoinGame->SetIsEnabled(true);
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}
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}
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